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Design: Brian E. Kirby, Robert Lawson, William Simoni, Black Sails Over Freeport is ©2003 Green Ronin
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Development: Reference to other
Chris Pramas copyrighted
material in no
Editing:
way constitutes
Christina Stiles
a challenge to the
Cover Art: respective copyright
Wayne Reynolds holders of that material.
Black Sails Over
Interior Art: Toren “Macbin”
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It is not well for God to be alone. If there are two, one betrays.
—Jean-Pierre Melville
—G.K. Chesterton
W
elcome to Black Sails Over Freeport, the sixth A map of Freeport with all locations necessary for this adventure
installment in Green Ronin’s series of d20© System is located on pages 252-253
adventures. To play Black Sails Over Freeport,
you’ll need the PHB, DMG, and MM. This adventure
makes mention to previously published books about Freeport, Encounter Levels
primarily Freeport: The City of Adventure and Denizens of Black Sails Over Freeport is designed for a party EPL (Effective
Freeport. Familiarity with these books will certainly enhance Party Level) 6, which typically means four 6th-level characters.
your roleplaying experience, but they are not required. Stats and Adding more or lesser-powered characters can change the party’s
background information are provided as needed. GMs may also EPL and the amount of experience points awarded to each
find Tales of Freeport handy for source material, new locations, character. It can also make certain encounters too hard or too easy
and short “side trek” adventures. for the party.
Although Freeport is designed for use in any campaign world, To ensure that a party is in the proper range for this adventure,
names have been provided for some prominent people and places, determine the encounter level as if your players were monsters
most notably the previously unnamed God of Pirates, Harrimast. (Consult Chapter Three of the DMG for information on Encounter
These are merely suggestions, and can be changed to better fit Levels), and then subtract 4 from the result to get the value.
your own setting.
Adventure Synopsis
B
lack Sails Over Freeport allows the PCs to prevent a lost, Act I ends with the PCs traveling to Hell’s Triangle and arriving in
evil god from rising again and destroying Freeport, and an otherworldly ocean where Yarashad is set to appear. Four other
they must race against time to do it. islands sit before them.
Act I starts the characters off at the Docks in Freeport, In Act II, the PCs must explore the four islands, home to Yarash’s
where an odd gnome requests they hold onto a map for him. remaining Full-Fathom Five. Here, the PCs need to extract the
Through the course of this part of the adventure, the characters artifacts Yarash gave to his undead henchmen, who were supposed
learn that the map is ancient, and it leads to a mythic island called to use the items to bring back their master. Jealousy and delusions of
Yarashad, where great treasures are said to rest. The more they grandeur set each of the remaining members on paths to fill their own
research, however, they learn that the island is associated with a agendas, however. The PCs have to deal with the Five’s machinations
lost, evil god (Yarash) and his pirate henchmen called the Full- while they explore the islands, and they must fight these powerful foes
Fathom Five—a bit of interesting history that Sea Lord Cromey to gain their artifacts—which won’t be easy.
went to a lot of trouble to erase from Freeport’s records. While
In Act III, the PCs return to Freeport with vast amounts of
they go off in search of a magical sextant to take them to the
treasure and Yarash’s artifacts. While the city and the PCs deal
island, they also learn that Yarash’s cultists want the magic item
with a growing war between the nearby barbarians and the elves
just as badly.
and an orc uprising in Freeport, the presence of these items in the
Meanwhile, this chapter foreshadows civil unrest with the Material Plane allow Yarash and the Son of Yarash, a kraken, to
city’s expanding orc population and a growing war between the return. The PCs must once again save the City of Adventure from
barbarians and the elves that come to a head in Act III. monumental impending doom!
Old Salts
You awaken, like most mornings, to the sound of
seagulls. Dawn has not long passed, and from your
window you can see the sky painted in red hues. It’s a
gloomy start to your day, which makes it seem much like
any other in Freeport.
Tired and running out of breath, Flint luckily spotted the PCs, and (if not, they need only ask around about any nasty pirates who
thinking them eminently capable of taking on a few pirates, he has may have docked recently). And the book that the players discover
approached them about keeping the map for him. on the pirates’ corpses in Section Two: Baumann & Buche could
just as easily show up in this section. But the PCs will have a hard
Flint doesn’t tell the adventurers this, of course. His bottom line:
time rationalizing this course of action to Lucien, who will be
someone wants to steal something from him, and he needs the PCs
less than enthusiastic about giving them any information if they
to guard it until he can shake the pursuit. All the PCs have to do is
murdered his friend.
hold this thing for an hour; thereafter, they should meet him at the
Rusty Hook (F:COA on page 43). He’ll pay 50 gold pieces now, Right now, though, a quartet of marauders is looking for trouble.
plus another 150 when they bring the item to him at the appointed If the PCs let Flint run off, read the following:
place and time.
Your PCs will probably react to this encounter with skepticism. From around the corner of a nearby warehouse
Time is short for the gnome, however, so you should play up stride four men with cutlasses in their hands and a thirst
Flint’s nervousness, having him look around anxiously and rock for blood in their eyes. They spot the gnome dashing
back and forth on his heels. You may also want to keep track of away, and they move to intercept him. Unfortunately for
time, interrupting any line of questioning with the next section of them, they have to move through the thick lines of orcs
flavor text after a full minute elapses. to do so.
Flint responds to a few likely questions the PCs have (See the
Flint’s Responses sidebar on the previous page). Anyone using If the PCs prevent Flint from escaping, read the following:
Sense Motive (DC 10) on Flint realizes the gnome is definitely not
bluffing.
From around the corner of a nearby warehouse
If the PCs haven’t accepted the offer by the time the pirates show stride four men with cutlasses in their hands and a
up, Flint simply drops the scroll case and the gold on the ground thirst for blood in their eyes. Their weathered faces,
in front of the PCs, and then he runs like hell. The pirates spot scraggly beards, and bare feet mark them as men more
him and give chase. If your group actively prevents Flint from accustomed to the boards of a swaying deck than the
escaping (by tying him up, casting hold person or charm person, immovable stone they now stand upon. They see the
etc.), the fight that’s about to erupt provides enough distraction for gnome standing in your midst, and they move with
the gnome to get away. measured paces toward you. Unfortunately for them,
they have to move through an increasingly dense crowd
Killing Flint outright makes the next few scenes a bit more
of stevedores to get to you.
difficult to play, but not impossible. The PCs should now know the
names Lucien Buche, the Kraken’s Claw, and Morgan Baumann
Hell’s Triangle and the island called Yarashad, however, occupy a • “Of course Drac was crazy! Y’know why? He was a
central place in seafaring lore. If asked, most Freeporters can give mutant.”
the PCs the basic details listed in the sidebar on these places. The
• “Orcs! Bah! Used to be you could count on real
offered details should suit the NPC telling the tale, though. For
humanoids to do work in this city. No orc is gonna take
instance, a hardened sea captain dispenses the stories with a roll of
my job, I’ll tell you that.” (If asked about his job, he
the eyes, while a half-drunk swabbie spins out yarn after yarn after
responds, “Shut up.”)
yarn, each one more fabulous than the last.
• “What do we need a new Sea Lord for anyway? Captains’
That, then, is what the PCs know or can find out about the map.
Council runs the show. Everyone knows that.”
Lucien Buche, Flint’s scholar friend, can provide the missing piece
Yarashad
Yarashad has been the subject of sailors’ tales for well over a hundred years: a fabulous island that has ever been lost at sea,
on which the pirate god, Harrimast, placed vast amounts of treasure. Its beaches have sand of gold dust, the trees flower with
pearls and diamonds, and the streams run with the purest silver. Many men have sought Yarashad, and they have met their
doom in Hell’s Triangle in their search for it. To make matters worse, the island not only lies outside the world, but it wanders
perpetually throughout creation, a protection the pirate god, Harrimast, placed upon it. Only once every 150 years does
Yarashad reappear where men can reach it—always for one day only and always in the same spot. But that spot does not exist
on this plane, so no seafarer has yet discovered the gateway to this massive treasure trove.
Hell’s Triangle
Though real, Hell’s Triangle has attained the same legendary status as Yarashad. A perpetually fogged-over patch of ocean
several days’ sail from Freeport, the Triangle has claimed more vessels over the centuries than the navies of the world
combined. When approaching the triangle, a ship’s navigation tools, mundane or magical, give wild readings, and then stop
working entirely. Then a thick mist rolls over the ship’s decks and seeps through the ship’s seams, filling the cabins and hold.
Then…nothing. The few survivors of the Triangle’s fury report a savage whipping whirlpool that comes alive in a heartbeat, as
if their vessels had sailed over a great gaping maw and been sucked down its throat with one colossal breath. Not even a plank
of wreckage has ever been recovered from the Triangle.
Seasoned seafarers know to avoid the Triangle, but there’s always a captain arrogant, or ignorant, enough to brave the curse.
And every pirate has a story about a distant cousin or their first mate’s son-in-law making it through—tall tales to be sure.
Rusty Hook (EL 6) • One of the pirates carries a small pouch filled with snake
weed, a potent narcotic and Freeport favorite, along with a
When the adventurers finally arrive at the Rusty Hook, they pipe and matches.
easily find out Flint’s room number from the barmaid (Gather
• Another pirate carries a well-read paperback copy of
Information check DC 5), though she gives them a none-too-
Thoroughly Filthy Fanny tucked inside his waistband.
trusting glance. “The gnome said he wouldn’t be getting many
As one might expect, the book’s contents range from
visitors,” she grumbles, “but they’ve been coming in all day.” If
the pornographic to the acrobatic, with plenty of crude
the PCs ask about the other visitors, the barmaid tells them that
drawings sure to make Lawful Good characters blush.
a quartet of “rough-looking types” went up to call on Flint 30
Stamped on the book’s inside cover is an inscription that
minutes ago.
reads: “Another Fine Piece of Literature Provided by
If this unsubtle hint doesn’t put your PCs on guard, approaching Rudolph’s Exotic Book Shoppe.”
the room surely will. As they get closer, they hear whispered
Flint gratefully accepts any assistance the PCs give him in
voices, along with a couple stifled grunts of pain. Listening at the
uncovering the missing pieces of his story, and he gives them
door (Listen check DC 10) allows the group to eavesdrop. They
the gold he promised them (one of the dead pirates has it). He
hear the gnome saying, “I don’t know what you’re talking about!
tells them that he acquired the map a few months ago, although
You’ve searched the room, now leave me be!” Then a low, gruff
he won’t elaborate on the specifics of how and where. Not being
voice says, “You keep sayin’ that, matey. Maybe a few more blows
able to make heads or tails of it, he corresponded about it with
to yer noggin will help refresh yer memory. Ya-harr.”
his friend Lucien, who assured him that the map was extremely
Inside the room are the four Sea Dogs from the Kraken’s Claw who valuable.
chased the gnome in Section One. Two of them hold Flint down on
Lucien also wrote that he planned to book passage to Freeport on
the bed, while one makes judicious use of a sap at various points
the Wasser Madchen to assist him further with his find. Rumor has
on the gnome’s body and the other one asks questions. Because the
it that the Wasser Madchen crossed paths with the Kraken’s Claw
pirates are so involved in their “questioning,” the PCs can catch
at sea, and was sunk. When the Kraken’s Claw arrived in Freeport,
them flat-footed on the first round. The sea dogs fight to the death.
Flint went to the Docks to spy on it. To his surprise, Baumann
Should the PCs capture a sea dog, he proudly declares his and her men appeared with Lucien in tow. Flint doesn’t know
affiliation with Captain Baumann, but he doesn’t give up any why the infamous captain allowed the academic to live, especially
information on her hideout’s whereabouts unless the PCs use considering her reputation, but he guesses that Lucien probably
violence or magic, such as a charm person, to extract it. told Captain Baumann that he knew how to get his hands on a load
of treasure. Which would also explain why the pirates have been
looking for Flint with such fervor.
Now, the PCs can follow the clues found on the pirates to
Baumann’s hideout. Flint knows Rudolph’s Exotic Book Shoppe
is located in Scurvytown, and he’s heard that it fronts a drug
den, which the contents of the recently deceased pirate’s pouch
(Flint can identify the substance if the PCs haven’t come across
it before) would appear to confirm. Given that the PCs have
shown a modicum of trustworthiness (they showed up, after all),
perhaps they could investigate? If this map proves as important
as Lucien believed, he needs to hire a cunning bunch like the
PCs, anyway…
Flint knows that he can’t break in to save Lucien, and he has
just given his available money to the PCs, so he can’t afford to
hire anyone else. So, one way or another, the gnome gets the
PCs to agree. He repeats that the map promises to lead them to
more wealth than they can imagine, and he plays to their sense of
righteousness (provided they have any) by portraying Lucien as
helpless and weak (which he is)—and Flint even begs. As the GM,
you should have the best idea of what motivates your group, so
use it.
Once the PCs agree, Flint tells them how to get to the Book
Shoppe; he even knows the password they need to get in: “I’d like
to see your exotic-book reading room, please.” He claims he’s
simply overheard the password—of course, he doesn’t do drugs!
He does not accompany the PCs, however, as he’s hurt and tired
(and he does not want to receive any more wounds).
Sea Dogs (4): hp 28.
bookshop for about 10 minutes, a patron rushes in and whispers 3. Main Smoking Den (EL 6)
the password to Blaine Henry. A Listen check (DC 15) or a Spot
check (DC 15) to read the patron’s lips reveals the password. As you walk into this smoke-filled room, a pungent
The heroes must say the following, which they may have learned odor assaults your senses. The windowless room is
from Flint (Section Two: Flint and the Rusty Hook page 18), quite dark inside, with only a few dim candles held
to Blaine to gain access to the back rooms: “I would like to see in sconces along the walls to illuminate the room.
your exotic-book reading room, please.” Blaine then motions Scattered about are a few couches and chairs. In the
them behind the curtained back wall to a door at the far end of a room’s center lie three round, cushion-lined depressions.
passage. Finally, he gives them the password “Drac,” which they A few patrons sit here and there, smoking or sniffing
must give to the man at the next door. according to their preference. Looking to the back wall,
you notice six, curtained-off cubicles. Out of one of
Blaine Henry: hp 43. them stumbles a young man who collapses on a nearby
couch. An old man sits behind a counter to the right; he
The Smoking Dragon: holds an exquisite quarterstaff across his lap, and he
stares blankly toward you. A small, barred window sits
behind him, and an ironbound door is just to his right.
Ground Level An extremely tall woman, arms crossed in front of her,
stands before the door.
1A. Outer Door Warden (EL 3)
During the day, d10+1 people enjoy the pleasures of the Smoking
A large metal door with a slot in it sits at the end of Dragon. At night, the number of patrons increases to d20+5. The
this passage. As you approach, the slot grates open, and patrons are mostly derelicts from Scurvytown, but citizens from
you see eyes squinting at you. Then a gruff voice says, the Eastern District or Drac’s End frequent the place, as well. The
“What’s the password?” patrons ignore the heroes for the most part, as they are intent upon
getting their latest fix.
If the correct password is given, the warden, a rogue named Kas, The man sitting behind the counter is Drake, the manager. He is
opens the door, allowing the heroes entry. If more than three blind but quite capable of defending himself. He takes the patrons
heroes try to gain entrance at the same time, Kas may become orders and money at the counter and hands it though the barred
nervous, even if they do know the password. After all, the heroes window behind him. Someone on the other side then passes
may be Police Chief Xander Williams’ strike force, sent to root out the drugs through the grate for the customer. If the PCs want to
the drug den—and Captain Baumann did tell him to look out for partake, snake weed costs 3 sp and a hit of abyss dust costs 2 gp.
The sturdy iron door to this room is always locked. If the heroes
have somehow disposed of Drake and Rebecca without making
A
a ruckus, two of Captain Baumann’s gnome alchemist henchmen
are here. They do everything possible to prevent the heroes from
opening the door. They defend themselves if attacked, but they
ultimately surrender in hopes of saving their skins. If they become
aware of the heroes, and have enough time, they leave the room
through the secret door (Area 6) in the hallway outside the room
that leads to the basement, locking the door behind them.
The room contains a small fortune in drugs. The street value of
the abyss dust on the table alone is worth 10,000 gp, while the
snake weed amounts to almost 4,000 gp. Depending on your
group’s moral outlook, finding the drugs may be an excellent
moneymaking opportunity—or a chance to eliminate one more
drug dealer plaguing Freeport.
Alchemists (2): hp 21.
Iron Door: Open Lock 30 DC; 2 in. thick; hardness 10, hp 60,
break DC 28.
Secret Door (Area 6; leads to a corridor that leads to Room 7
in the Basement): Search check DC 25; Unlocked.
5. Henchmen Quarters
This room contains two sets of bunk beds, complete
with four footlockers. There is a small armoire against
the near wall, and a writing desk next to the door.
These are the sleeping quarters for Kas, Rebecca, and the two
alchemists from Room 4. The footlockers are locked but not
trapped. In total, they contain 225 gp, 120 SP, a parchment with
the formula for making abyss dust, and 2 potions of neutralize
poison.
Footlocker (locked): Open Lock DC 25. corridor extends beyond the door, ending in another unlocked
door. This second door, though unlocked, is trapped. A pressure
plate rests in the floor, and it activates an alarm in Areas 9, 10, and
6. Basement Door (EL 7) 13 in the lower levels to let Captain Baumann know unwelcome
The door to the basement is hidden very well (Search DC 25). guests have arrived. The button to switch off the alarm rests on the
It is not locked and can be opened easily once detected. A short wall just inside the door on the right.
A
t this point, the PCs have an ancient map, a brand-new is gathering strength to return. For this, he needs all the artifacts
enemy, and a mystery to solve: Where’s this sextant collected in one place. The cultists, though, have hit a stumbling
that can make them rich? After some digging, the PCs block in their search: Nobody in town knows the name Carthy, and
learn that the sextant is a relic from a long-forgotten none of the cultists’ locating spells can track him down. Carthy
battle. The gain one lead on the item’s location: an old man who is long ago made peace with the good pirate god, Harrimast, who
descended from one of the sailors in that fateful fight. Meanwhile, now protects the ancient mariner with divine magic (See Section
sinister forces make themselves known—and a diabolical force Four: The Temple of Harrimast on page).
prepares to re-enter the world.
The cultists stop at the Temple of the God of Knowledge to find
out information on Carthy and his possible current whereabouts.
The Back Story They do their research there just before the PCs arrive—and they
leave an important clue behind. Frustrated, they head to Henry
Unbeknownst to the PCs, they’re not the only party on the trail of Blaine’s bookshop—just after the PCs bust up the drug den
the sextant. Several days before the start of this adventure, a team below—and strong-arm the old man, to no effect. Frustrated, they
of Yarash’s cultists entered Freeport, under the command of their decide to take much more drastic action…
vile leader, Billy Bones, to find the artifact. The cultists’ only clue:
the name Ezekiel Carthy. Centuries ago, a captain sailed under
that name with Francisco’s fleet, the fleet Captain Drac betrayed
and abandoned. Along with four fellow mariners, Carthy swore a
No Place Like Gnome (EL 1)
After the pleasantries with Lucien have been completed, the
dying oath to Yarash, an oath that returned the five from the dead
academic asks to see his friend Flint. The PCs will more than likely
and launched their career as the most fearsome buccaneers the seas
want to get on with the treasure hunt proper, but Buche insists the
had ever known.
gnome can provide information about how he acquired the map
But Carthy’s conscience wouldn’t rest. On the eve of a massive that could help them with the next piece of the puzzle: finding the
naval engagement with the forces of Freeport, he turned against sextant. If the PCs protest that they’ve already asked the gnome how
his comrades. He delivered into Freeport’s hands a sextant, one he came by the map, Lucien simply gives them a knowing look and
of the unimaginably powerful artifacts that Yarash used when he says, “Well, of course you did.” And he begins jabbering on about
appeared as an avatar. With the sextant’s magic at their side, the how crucial it is to find the sextant. “Without it, you might as well
Freeporters drove the weakened enemy fleet into a whirlpool—and use that map to wrap the day’s catch, don’t you know!”
drove the battle from the history books.
The barmaid at the Rusty Hook favors them with an ill look, but
The pirate god Harrimast sent Yarash and his henchmen, the does not prevent the PCs from going to Flint’s room. Inside his
remaining four of the Full-Fathom Five into exile, and now Yarash flop, however, is a sight that might give the adventurers pause:
Other Information
Sources (EL 1)
Where does one find a sextant in a seaport? Lucien can direct the
party to the Temple of the God of Knowledge, which he says has
the best library in town, and which he had planned to visit before
Captain Baumann waylaid him. (If the PCs have played through
the Freeport Trilogy, they’ll probably be exchanging knowing
glances at this point.)
The PCs can investigate the location of the sextant any way they
choose, but the parties listed below are the only ones in town that
have any worthwhile information or advice to share. Everyone else
is drunk or lying.
Whaler’s Greatlance
This +2 greatlance of wounding is a favorite of whalers
and marines alike. Its shaft is formed from a single piece
of whalebone covered in scrimshaw hunting scenes. The
weapon’s head is fully four feet long, with a blade as sharp
as a shaving razor. Due to the curved blade, this weapon
can also be used to make trip attacks. A greatlance has
reach, so you can use it to strike opponents 10 feet away,
but you cannot use it against an adjacent enemy.
The whaler’s greatlance is a wounding weapon and it causes 1 point of Constitution damage from blood loss when it hits a
creature. A successful critical hit does not multiply the Constitution damage. Creatures immune to critical hits are also immune
to the constitution damage from the Whaler’s greatlance.
Moderate Evocation; CL11th; Craft Magic Arms and Armor; harm; Price 32,310 GP.
Weapon Cost Dmg(S) Dmg (M) Critical Weight Type
Greatlance 20 GP 1d8 1d10 x3 15 lb. Piercing
Captain’s Clomper
This solid ivory peg leg not only supports the pirate who’s lost a limb-it makes him better than he was before. As a free action,
the wearer of the captain’s clomper can act as though affected by a haste spell for up to 10 rounds per day, a spider climb spell
for 1 hour per day or a water walk spell for 1 hour per day. The effects cannot be used at the same time.
Moderate Transmutation; CL 8th; Craft Wondrous Item, Ivory, haste, spider climb, water walk; Price 38,500 gp.
Captain’s Coat
This ensemble looks like a thick, salt-bitten greatcoat, a fading, patched red vest, and tri-cornered hat. But in fact it’s potent
proof for the pirate captain who needs protection and mobility on his fighting deck or in the water. The captain’s coat
confers a +6 natural armor bonus to the wearer. In addition, when the pirate hits the water, the captain’s coat provides a +10
circumstance bonus to Swim checks and any Endurance checks made to stay afloat or swim, the wearer may also attack
normally while underwater or perform other actions as per the freedom of movement spell. All pieces of the ensemble must be
worn to get the full effect, however.
Faint Transmutation, Moderate Abjuration; CL 18th; Craft Wondrous Item, barkskin, freedom of movement; Price 112,000 gp.
The doors burst open and four orcs, in the same black getup as the
Sons of Krom, race down the center aisle, waving their greataxes Notes on the Battle:
and howling like all of hell is behind them. Just as the players start ● One cleric cultist and a wizard cultist approach the altar. The
to react, additional duos crash through each of the temple’s four wizard immediately reads a scroll of wall of fire to protect the
windows. duo from attack. The wall runs the length of the altar, from
The PCs can parley if they choose, but it won’t do much except one side of the temple to the other. If the PCs successfully
provoke an attack of opportunity. The invaders came to fight, but dispel the fire spell, or get around it, the wizard reads a scroll
they’re not the orcs that they seem; they’re Cultists of Yarash of interposing hand to keep the attackers at bay.
disguised by alter self spells. (GM’s Note: Their leader, Billy ● Be sure to play up the pirate angle when structuring the
Bones, is not among them.) PCs who engage in combat with these battle. For example, nudge your party’s rogue, or other
“orcs”, however, might realize (Intelligence check DC 20 on the dexterous adventurer, toward the chains and ropes dangling
first round of engagement, DC 15 thereafter) that something’s not from the ceiling—perfect for swinging over the fire in a
quite right about these creatures. They don’t move like orcs, and burst of derring-do (Tumble or Jump check, DC 18).
they don’t fight like them. Anybody who’s hit by one of these orcs’
“greataxes” gets an Intelligence check (DC 15) to realize that the ● If the PCs need help, Father Peg-Leg can take on a few
blow didn’t feel like a greataxe. If one of the orcs dies, he reverts cultists himself (See Dramatis Personae page 215 for his
to his true form. stats). He targets the two cultists at the altar.
The cultists have come here on a desperate mission. They’ve ● Give the PCs lots of chances to take out the desecrators
figured out that Harrimast is protecting Carthy, so they decided to before they do their dirty deed. For example, let the
weaken Harrimast’s hold over the city by desecrating his temple. desecrators take the full first round getting to the altar;
Then, they figure, they can find Carthy using locate spells. on the second round, they cast wall of fire; then give the
players a round to notice, or have Father Peg-Leg alert them
The cultists have all imbibed potions of alter self so that they to the trouble at the altar, and then start the desecrate spell.
appear to be orcs. Thus, the bulk of the “orc” strike force is in the
temple as a distraction, while two orcs make their way to the altar ● Even if the PCs don’t stop the desecration, it’s not the end
and attempt to cast desecrate on the holy symbol. They’re making of the world. Simply alter Father Peg-Leg’s speech below
a frontal assault instead of sneaking in later because (1) they’ve to fit the new facts, and have him spend the rest of the day
spent a long time on this hunt already, and Yarash isn’t known for casting consecrate with his fellows. Basically, only the
his patience, and (2) they don’t want the priests or Harrimast to details of the plot change. If the cultists’ spell succeeded, it
suspect what’s going on, so they want the orcs to be very publicly means they cracked Harrimast’s protective spell and located
blamed for the attack. If that means losing a few of the faithful, so Carthy. If they didn’t, it means they followed the PCs to
be it. Carthy’s home.
“This be terrible and strange,” he tells you. “Ye have world. I’ll tell ye where he lives. If he comes to harm by
convinced me, with yer blood and steel and the flesh yer hand, may Harrimast strike ye dead and take me for
ye have hewn before me that you are true. Something chum in his heavenly oceans. But I truly believe ye be
wicked and wild be rising in this world.” He then lifts workin’ for me Pirate Lord.”
one of the cultists’ hands and points to the design on The cleric gives you an address in the Merchant
the palm. “If I didn’t see this mark with me own eyes, District, the ritzy section of town. “Carthy lives there
never would I credit all them old sailor stories. Now I under the name Caleb Solomon.”
wonder…now I wonder just what we be up against! “One more thing,” he says, as you’re about to leave.
“There be stories…yar, stories that run back to the “This man ye seek be protected by Harrimast. But these
very founding of this island…about a gang that bore blackguards be protected by someone, too.”
this mark…the wickedest cutthroats ever to sail the
oceans. The Full-Fathom Five they called themselves.
Five wicked buccaneers who worshipped a devil so foul The Temple of Harrimast
that Harrimast had to swab him from our memory—
Harrimast’s fallen first mate, Yarash, who rode upon a
Pluses and Minuses
beast the size of this island…a kraken he called his own Harrimast Preserve Us!: +50 XP to each PC preventing the
son. Together they were the wickedest pirates ever to sail desecration of the Temple of Harrimast.
the oceans. They cared nothing for loot or for adventure; Pirate Panache!: +50 experience points for anyone using the
they just loved the feel of blood running down a blade. temple’s trappings creatively during the combat.
They would’ve overrun the shipping lanes entirely, the I Knew That Rogue Level Would Come in Handy: +50 experience
stories say, if Harrimast hadn’t stopped their villainy. points to anyone who notices the altered artwork and makes
“As I said, I always thought they was just stories. the connection to the edited books.
Now that I see this mark…now that I see what they was Can We Skip to the Flavor Text?: -50 XP to any player who tries
planning to do…I can only wonder.” beating Father Peg-Leg to get him to spill what information
Peg-Leg scowls and looks keenly at you. “Harrimast he has (each occurrence).
has sent ye to me on this blackest of black days. Ye
have done good for me. He must intend ye to do more.
The man ye seek—this Carthy—aye, he be protected by The Terrible Old Man (EL 1)
Harrimast. His line has lived in Freeport for these many
After the temple incident, the PCs can rest or head to the Merchant’s
years under a false name to keep him hidden from the
District immediately. Whatever the PCs do, in the meantime, the
cultists regroup and decide on a different plan of attack.
Ezekiel Carthy
Carthy began his career as a gallant pirate, bound by fierce honor. Stern, upright, and rigidly handsome, Carthy did not steal
from people who couldn’t afford to lose the money, and treated his prisoners with the utmost courtesy, insisting his crew not
to kill or molest captives. Even in his private life he was upstanding: Carthy passionately loved a dashing lady pirate, Black
Jenny Ramsey, but courted her from a respectful distance, with letters of introduction and kid gloves and gifts of perfume from
distant lands. He refused to call his rival for Jenny’s affections, one Zoltan Zaska, a cad, even though Zaska was the vilest
sort—a brazen, preening pirate. How could she pay such a rogue the least attention?
Alas, all that was a long time ago—more than 150 years ago, in fact.
When Freeport was founded, Carthy realized he had a chance to be part of something larger than himself, to serve a cause
with honor. When the nations of the world attacked Freeport, he signed on to sail with Francisco, as did his coy lover and her
reckless beau. Soon enough, though, Drac betrayed the fleet and the Francisco’s captains faced a watery grave.
With his dying breath, Carthy cursed his folly. How could Freeport and the god who watched over it, abandon them like this?
He swore that his honor would be avenged—in this world or the next.
Lo and behold, it was. The vile Yarash returned Carthy, along with Black Jenny, Zoltan Zaska, Daen Danud, and the drow
Moab Cys’varion, to this world and promised them eternal life as undead—if they joined him in creating a pirate band that
would turn the oceans red with blood. Hungry to appease his honor, Carthy agreed—as the others did, for their own reasons—
and the Full-Fathom Five were born.
Carthy made his new master the focus of his honor, and for a time became the scourge of the oceans. When Freeport’s captains
sailed against them in force, he battled them back like all the rest. But then he began to dream of his old master, Francisco, who
rebuked the pirate for abandoning his principles. Carthy ignored the dreams at first, but the strain on his conscience grew too
great. He abandoned the fleet and turned over a powerful artifact, a sextant, to Sea Lord Cromey. The action proved decisive.
With the sextant, the Freeporters pushed the Full-Fathom Five through Hell’s Triangle, a legendary patch of ocean from which
no ship returned. Thereafter, Harrimast sent Yarash and the Five into extradimensional exile.
Harrimast spared Carthy, however, but had him swear to him and the Sea Lord that he would remain silent about his actions
and lead a life of anonymity. Then Cromey had the city wipe the records of the incident, so no one would realize just how
close Freeport had come to defeat. Harrimast’s worshippers expunged Yarash from their services, and eventually, from their
memories. Carthy swore that he wouldn’t be a reminder of those dark days.
And Carthy’s oath was made with more than just words: Harrimast cast a powerful protection on the magical sextant. It can be
used only if Carthy utters a special command. But if Carthy speaks the word, he will instantly die.
So Carthy has lived quietly down through the years, poring endlessly over what he has done and what he has left behind. He
still thinks of his lost love and his long-ago honor—which he doubts he can ever regain. He suspects his Jenny may yet live
beyond Hell’s Triangle, but he knows he is forever barred from passing through that portal. Only death can reunite them now…
Headquarters ● Just as the PCs begin to think about how to get their hands
on the item, the clerk interrupts: “Ah, wait a moment. Do
If the PCs follow Carthy’s lead on the sextant, they end up at you see that red mark there by the catalog number? That
Council headquarters, wherein they’re in for a mystery. means the item was missing as of the last inventory.”
● First off, the PCs’ questions about a sextant lead to baffled ● The clerk goes into the story with a sigh. “Milton Drac, the
responses. “A sextant? A sextant? Never heard of it. If it’s last Sea Lord, was somewhat…dissolute. He outright stole
an official artifact, it would be stored in the city’s official a number of Freeport’s prize antiquities and distributed
Hall of Treasures.” (Located in the same building.) them to people he wanted to bribe, or curse, or otherwise
influence. Now that he’s dead…well, there’s simply no way
● If the PCs press about the Hall of Treasures. “Oh no, the of tracking down all that’s been lost. I’m terribly sorry!”
Hall of Treasures isn’t open to the public—thievery and all
that—but I can get you the most up-to-date catalog. How Give the PCs some time to stew over this. Let them, perhaps,
does that sound? Then if there’s something you want to get go back to Father Peg-Leg or to Carthy’s house to ask for help.
access to, you can petition the Council.” Neither can provide it, beyond agreeing that Milton was bad news
and the sextant is probably lost forever.
● “Ah, here we are!” (As the clerk blows dust off the cover
of a leather-bound tome.) “The most recent catalog. It’s Give the PCs some time to try to make the connection to the
not of much interest to the public, you see. Well, let’s see half-orc Drak. Drak mentioned that his mother received a magical
what we have here. Holy Avenger (not much use for that trinket from Milton Drac. If the PCs don’t make the connection,
here, is there?)…apparatus of the crab…kraken’s jawbone have them make an Intelligence check (DC 20) to jog their
(still has some ship’s planking between the teeth!)…ah memory.
”Limes” Hammer
Limes is Boz’s mouthpiece. This smooth-talking insect handles all negotiations, pleadings and entreaties for the truculent crime
lord. Like his boss, Limes is invariably aloof with newcomers, until they’ve proved their usefulness to his employer. If other
convicts get too close to Boz, Limes resents the attention the crime lord pays them, and he plots to have them killed. Among
other quirks, Limes claims to be a vegetarian (hence, through distant derivation, his nickname).
Chatty Matty
Chatty Matty is Boz’s dog-boy. A filthy, gibbering idiot in rags and tatters, Chatty Matty scampers around on all fours, doing
menial jobs for the great one and snatching up bugs to nibble. Matty whispers insults at other criminals, usually based on some
wildly inaccurate premise, and then ducks behind Boz’s skirts, as it were, to escape the consequences. As soon as the insulted
party goes off grumbling, Matty emerges and runs around the room again, repeating the slander.
This is sound advice, as the players are in for a very long day
tomorrow. Should the party make noises about getting to the
Blaine Henry
bottom of things this evening by pumping one of their sources There’s a new addition to the posters and notices that are slapped
for information, Lucien reiterates his point, albeit a bit more haphazardly across the shop’s face—a single wooden plank nailed
petulantly. “I’ve been researching this treasure for years, my good across the door with a single word painted on it: CLOSED. Should
fellows. One more night isn’t going to hurt.” The only possible the players tear off the plank, they find that it’s already loose.
exception to this would be if the group thinks of going back to
The changes inside are a bit more dramatic.
visit Ezekiel Carthy, and even then Lucien requires convincing.
Should they do so, skip directly to that section. Otherwise, read
this after they’ve had a chance to get their beauty rest: From the look of things, Mr. Henry has been busy.
The shop is completely empty. There are no books, no
desk, no candles—even the curtain that hung across the
You’re in the middle of breakfast, feeling much better
back wall has been removed, exposing the corridor to
after a full night’s sleep, when Lucien joins you. If he’s
the drug den.
gotten any rest at all, you’d be surprised. His eyes are
red and half-lidded, and the last time you’d witnessed
someone shuffling across a room like that, he was Henry recently decided that the bookselling business has become a
undead. With a sigh, Lucien pulls up a chair and drops wee bit too violent in Scurvytown, so he packed up his collection
the sextant onto the center of the table. and moved it to Drac’s End (along with about 20% of any loot the
“Much as it pains me to admit it,” he tells you PCs may have overlooked). He may or may not decide to open
wearily, “I’m at a loss.” a shop in his new location, but for now he’s enjoying not being
beaten up or questioned by passersby.
Smart as he is, Lucien’s reach in this instance far outreaches his The other residents of the area didn’t wait long to take advantage
grasp. It’s not every day that someone comes across an artifact of the vacancy. As the PCs are about to discover, the Smoking
whose true nature has been obscured by a god. Lucien assures Dragon’s former clientele have decided to take up permanent
them the device will get them through Hell’s Triangle, but its residence until someone kicks them out or they kick off.
protection will only last a short time. It appears that someone
needs to speak some sort of magical phrase to get it to operate Both doors leading to the smoking room have been bashed inward,
while on the threshold of the Triangle itself. Unfortunately, he and the inner room is in a complete shambles.
cannot uncover that word.
The place still stinks of snake weed and abyss dust,
Continuing the Investigation but those odors now compete with a more powerful
smell: humanoid sweat and filth. About a dozen lost
Once again, the party may poke about wherever they like, but they souls are sprawled about the room in various stages of
soon find out that all roads lead to Ezekiel Carthy.
Getting to Libertyville
A Gather Information check (DC 15) tells the PCs everything
they need to know about Libertyville: a village on the leeward
island of the Serpent’s Teeth that was conceived as a sister city (or
rival, depending on who’s being asked) to Freeport. Its founding
has been met with failure upon failure. The results of the latest
attempt can still be smelled when a strong wind blows in the right
direction. Here’s what else the PCs may discover:
Libertyville
DC 20 Libertyville started burning a few weeks ago. Thus
far, no one has been too concerned with putting
the flames out.
DC 25 Last time someone tried making Libertyville a
going concern, creatures arose from the sea to
Attack of the Oblivious put a stop to it.
Interior Decorators DC 30+ Rumor has it that one of the members of the
Someone on Wave Avenue picked an inauspicious time to refurbish Captain’s Council is backing a new effort to build
their manse, as two workers carrying a large mirror, plate glass the village and wants to dump enough resources
window, tapestry, or other such bulky object carry their burden into there to make it work. Maybe they’ll resettle the
the middle of the street. Fortunately, it might be possible to jump a orcs there once their work in Freeport is complete.
horse over or through it (Ride DC 20 or lose ground as above).
Since the PCs probably had to hire a boat to get to the Hulks,
arranging transportation shouldn’t be difficult. Otherwise, a
Catching the Cultists rowboat large enough to carry the group, their equipment, and
PCs who want to jump onto the carriage’s roof need to make Lucien can be rented on the Docks for a moderate daily fee (25
either a Jump or Tumble check (DC 20) to bridge the distance. gp), although most folks look at the PCs askance if they mention
Unsuccessful leaps result in the unlucky PC receiving 1d6 damage. where they’re going. That town is cursed, the locals say, and no
one knows what sort of evil lurks on that island.
Of course, engaging in melee atop a moving coach isn’t easy,
either. Each round, the combatants should make a Reflex save (DC How right they are.
15) before taking any action in order to stay on their feet. Anyone
who misses his save (mission leader included) slips onto his Section Six: Pluses and Minuses
backside and is considered flat-footed until he regains his feet. Black Cloaks Are Fashionable This Fall: +75 XP to the PC who
It takes the coach 10 rounds to travel the entire route from discovers the fabric embedded in the wall of Ezekiel
Carthy’s house to the Docks, and an additional 2 rounds for the Carthy’s bedroom.
cultists to get from the coach to the rowboat. I See a Coach? I Attack: +50 XP to any paranoid PC who attacks
the cultist-laden carriage without any provocation.
You decide how the chase resolves itself. The PCs might stop the Curses, Foiled Again: +250 XP to each PC if they stop the coach
carriage before it reaches the Docks; they may do battle with the and capture or kill all the cultists, despite your best efforts.
cultists on the Docks; or they may get to the Docks just in time to see Not My Problem: -100 XP to any non-evil PC who intentionally
the scalawags rowing out of bowshot. Regardless of how it shakes lets the baby carriage roll to its fate (-500 XP if the
out, the trail to Libertyville is almost impossible to follow unless at character is a paladin).
least one of the bad guys gets away clean. This might require a bit of Battle Plan? We Don’t Need No Stinkin’ Battle Plan!: -50 XP to
gerrymandering on your part—a fly potion, perhaps, or a few fudged each PC if the party sees or hears the cultists setting up their
rolls, anything that allows a cultist to escape, while leaving something ambush…and they walk into it anyway.
Libertyville
1. Main Hut
This hut is larger than the others, and looked like
it may have been a meeting place at one time. The
thatched mud roof is intact, but there is very little
beneath it that needs to be protected. There are some
benches and what might have been a podium standing
before them, but all have seen better days and have
obviously not been used in quite some time.
This was to be the main meeting hall for the islanders, but it has
gotten more use from animals needing shelter. Nothing of value
resides within, unless the players are lacking wood to feed a fire.
5. Campfire After they defeat the cultist, the PCs find a wheel crank mounted
on the wall. When turned, it opens the secret door in Area 7. There
is nothing handy with which to lock the wheel, so the door only
This fire pit served as the central cooking spot and stays open for about 10 seconds. PCs who don’t figure out a way
heat source for the burgeoning village. It looks much as to tie the wheel off need to think of a speedy way to get to the door
you’d expect, simply a large hole dug in the earth, ringed before it slams closed (jumping off the platform, for instance).
by stones, with a pile of mostly burned logs at its center.
Anyone searching the body of the fallen sentry will find two doses
of purple worm poison that he never got the chance to use.
The cultists used the pit during those infrequent times when they
stayed above ground in Libertyville. They also set fire to the Warrior Cultist of Yarash: hp 27.
village’s remnants soon after they arrived here (a few weeks ago). Purple Worm Poison: Injury DC 24; Initial Damage 1d6;
The smell offended a certain Ms. Louse so much that she wrote a Secondary Damage 2d6 Str.
letter to the Shipping News about it.
Should they search through the ashes, the PCs find a lot of soot.
7. Barracks
6. Guard Tower (EL 3) Apparently, off-duty guards used this sparsely
decorated 10-foot-long by 10-foot-wide room to catch
some shuteye. The room has a single bunk, currently
In contrast to the other structures in camp, this being used by rodents, and nothing else.
building is in relatively sturdy shape. A set of steps
begins in front of you and winds its way up past a
number of arrow slits before ending in a platform above The solid stone secret door in the west wall is well hidden. Other
you. Aside from a door to your left, the ground floor than bashing it down, only the wheel crank from Area 6 can open
appears devoid of any details or furnishings. You see it. The door opens onto a five-foot-long by five-foot-wide shaft
no one, but you do hear the noise of metal scraping on that descends 100 feet to Area A on the Beneath Libertyville:
stone coming from above your heads. Map Three (Level One). An iron ladder is mounted into the west
wall, and the PCs can use it to climb to the bottom.
The guard tower has been useful to every group of settlers that Secret Door: Search check DC 30; Unlocked; hardness 8, hp 60,
has tried to establish Libertyville (given the success of those break DC 28
settlements, however, the point is certainly arguable), so the
various groups consistently maintained it throughout the years. Beneath Libertyville
The stairs wend their way past arrow slits in the south, east, and
north walls before ending at a platform that allows observers a
clear view of their surroundings. Two small barrels filled with oil
A. Shaft (EL 5)
sit there as well, as the PCs are about to discover. The guard has The ladder to the bottom of the shaft is trapped about 50 feet down.
heated the oil in small batches over an open fire he built on the If the characters do not specify that they are looking for traps at any
Two secret doors that lead to two equipment (Area E) rooms sit The door opens into a 10-foot-long by 15-foot-wide
on either side of the corridor. If the PCs succeed at a Listen check room whose orderly appearance immediately denotes
(DC 30) as they pass by the doors, they may hear movement from its function as a barracks. The room contains four cots,
behind the walls. Should they discover the doors and open them, only three of which look as if they’ve been used recently.
they discover a single cultist in each room, dipping a bolt in large A corridor heads east from the eastern wall.
scorpion venom.
Fifty feet down the corridor are two doors that lead to the barracks Aside from their orientation, these rooms are exactly similar, down
(Area D). To reach those doors, the PCs have to pass over the to the number of cultists who use the room. The corridors lead to
Portcullis Trap (Area C). The corridor then widens into the first Area E, the equipment room.
of a series of caverns (Area F).
If the PCs avoid the Portcullis Trap (Area C), they find two
Secret Doors (2): Search check DC 25; Unlocked; Hardness 8, 60 cultists in either room, crossbows at the ready. The resulting
HP, Break DC 28. sounds of combat attract the attention of their colleagues, who race
Large Scorpion Venom: Injury DC 18, Initial Damage 1d6 Str; from their current positions to assist.
Secondary Damage 1d6 Str.
The cultists carry the only things of value on their person, so the
barracks contain no treasure.
C. Portcullis Trap (EL 2) (2) Cultist of Yarash: hp 25.
This is another pressure trap. The trap is triggered once a character (2) Warrior Cultists of Yarash: hp 27.
steps on and then off of the trigger plate. Should the players not
If the cultists have had enough of a head start away from the
Portcullis Trap, they may well try to snap off a few shots from
behind cover in this area. Should you be feeling particularly
malicious, the cultists certainly would have had enough time to
rig some ropes around a few of the stalactites to yank them loose
and drop them upon the PCs. Optionally, the cultists could inflict
damage in other ways; you decide.
The water the PCs hear comes from an underground stream
beneath the cavern’s floor. Although the opening to the stream is
only three feet high, the PCs should have no problem following
the sound to its source (Search check DC 10).
Should the PCs decide to search the cavern on their way out, there
is a 30% chance they uncover a few of gems worth 5d10 gp each.
Stalactites: CR 4; mechanical; touch trigger (attached); Atk +15
melee (3d6, rocks); Search DC 15; Disable Device 10.
Four more cultists await the party here. They are lying on a ledge
J. Third Cavern (EL 4)
in the northern portion of the cavern, with light crossbows at the This cavern is similar to the others, and is about 20 feet in
ready. Luckily for the PCs, these cultists do not have poisoned diameter. Assuming a cultist left the skirmish in Area H, he
bolts. Unfortunately, the cultists have cover. The ledge is 20 feet waits here behind a stalagmite, his crossbow at the ready (he has
up, and the only way up, short of flying, teleporting, or climbing cover). He fires only one shot, and then he charges in to do as
the walls, is via the stairs in Area J. much damage as possible before the PCs kill him. The unlocked
trapdoor to the Antechamber (Area K) is not particularly well
The cultists shoot at the party as long as they can. The only way hidden, as it was primarily designed to keep out unintelligent
your group can effectively evade the bow fire is to retreat back to creatures. The trapdoor leads 10 feet below.
the stream or to run into the passage on the opposite side of the
room. As soon as the PCs clear harm’s way, the cultists run down Trapdoor: Search check DC 15; Unlocked.
the steps and through the trapdoor in Area J, leaving one of their
number to get off a few last shots and cover their escape. K. Antechamber
Warrior Cultist of Yarash (4): hp 27.
You descend from the cavern into a roughly octagonal
I. Gray Ooze Lair (EL 4) room 35 feet across at its widest point. The polished
stone floor alone shows a level of care unseen in the level
The passageway that takes the PCs from Area H to Area J would above it. Several mosaics depicting humanoid creatures
be completely unremarkable if not for the gray ooze living here. performing rituals to a long-forgotten god decorate
The cultists found this out the hard way, and have been avoiding the walls. And though all of the scenes illustrate joyous
this passageway as much as possible since then. events—bountiful harvests, successful hunts, and the
The ooze is currently stretched out over an eight-foot section of like—an undercurrent of dread pulls at your skin, as if
the passage right where it doubles back onto itself. It waits for you had swum through a fetid river and were unable to
completely cleanse yourself of its filth.
If Lucien Buche is with the party at this stage, he cannot identify the
people in the mosaics or the god they’re paying homage to. Even
with an extraordinary Knowledge (arcane or religion) check (over
30), a PC only garners that these scenes are older than Libertyville
and possibly predate Freeport’s founding. The source of these
divinely inspired pieces of artwork is not covered here, but getting
to the bottom of this mystery would certainly make a suitable
mystery for any party looking for further adventure.
After the PCs have been in the room for a moment, the group
should discern that the mosaics are not the source of the dread they
feel. It is coming from the set of unlocked, inward-opening double
doors in the west wall.
Diving Spells
If they have not already, the heroes may want to use divination
magic to find out as much as they can about the sextant, map,
Hell’s Triangle, etc. You have been given detailed descriptions of
all of these items and areas, so please do not discourage the heroes
from investigating them. These spells can be used to add to the
mystery to the game, as the answers they give are often cryptic
and create more questions for the heroes to ponder. For example: A
legend lore spell cast on the sextant may reveal the following, “A
protective guide, to be sure. In the hands of the old one it provides
safe passage, but at the same time a long-awaited death.”
In general, the Triangle’s waters vary greatly. Most often, the seas the heroes, but not as much fun as having her harassing them
surrounding it are rough, sporting whitecaps and making sailing as the adventure goes on. The Kraken’s Claw is detailed in the
difficult. Sometimes the seas are very rough, with swells of up Appendix.
to 20 feet. Even more ominous is the fog-bound area near the
Triangle’s center. Here, the seas are almost at a dead calm, and the
creaking of every deck board can be heard.
There’s a War
Going On, You Know (EL 10)
Encounters in This encounter is designed to remind the heroes that there is a
war brewing on the mainland, and Freeport is getting caught up
the Triangle in it. On the high seas, it is often difficult for commanders to
ascertain the allegiance of any given ship, as all vessels do not fly
Here are four planned encounters for the heroes that occur before their nation’s colors. Unscrupulous combatants, of course, take
they reach the whirlpool. Feel free to use some or all, and add advantage of the situation, attacking and capturing neutral vessels
more if you think your group will enjoy them. and impressing their crews into hard service.
One such captain is Clayton “Red Wolf” Saragosa, who
Captain Baumann’s Revenge commands the Fang for the barbarian navies. Clayton is a barbarian
Captain Baumann has not forgotten the heroes and what they did from the far North from a culture born and bred to sailing. He has
to her in her hideout. She has been watching them carefully, biding blue eyes, fair skin, and long, bright, red hair and wears the pelt
her time, waiting for the day when they would set out for Hell’s of a winter wolf as a cloak. The hair was a trait passed on from
Triangle. She wants that pirate treasure, and she is going to get his mother, a woman taken by his father in a raid. In battle, he
it at all costs. She knows now that she will never get through the often flies into a fit of rage, his eyes bright and unblinking, his
whirlpool without the sextant. Rather than stealing it, she plans hair flowing wildly about him, and his teeth clenched in anger. His
to follow the heroes and ride through the whirlpool in their wake. enemies began calling him the Red Wolf, and the name stuck.
She has consulted with a wizard and is convinced that this will The Fang is a small, fast, galley with two masts. A Kolter Titan
work. The wizard has a crystal ball with true seeing, and he has GG swivel gun is mounted on the port and starboard sides to help
been using it to track the heroes. Baumann knows what each of with boarding actions. (See F:COA on pages 150-151). The ship
the heroes looks like and she’s seen the ship they are traveling in, also has an enchanted figurehead of a snarling wolf that grants
so any nondetection wards have to include all of these people and resist energy (fire) on the entire ship and crew. Captain Saragosa
items to be effective. If Baumann cannot track the party via the can recharge the figurehead by placing a fire opal worth at least
crystal ball, she heads for the center of the Triangle and take her 500 gp in its mouth. Nine sailors, the first mate, and Captain
chances. Saragosa crew the ship.
Baumann does not want to confront the heroes at this time, so she
tries hard to avoid detection as she follows them to the whirlpool,
remaining out of sight of their vessel whenever possible. Her
wizard ally has prepared three gust of wind spells to help her ship Snarling Wolf Figurehead
get within range, when necessary, to enter the whirlpool. The ship also has an enchanted figurehead of a snarling
If the heroes detect the Baumann’s presence through magical or wolf that grants resist energy (fire) to the ship and
other means, they have a decision to make. Carthy tells them that anyone on board. An 11th-level wizard created the
turning to face her now may jeopardize the mission. The PCs may figurehead, and it absorbs 30 points of fire damage to
try to harass her, though, perhaps by summoning a sea creature the vessel and/or its crew. Snarling Wolf Figurehead:
to attack her vessel or flying over and dropping a fireball. The Greater Abjuration; CL 11th; Craft Wondrous Item,
possibilities are endless, but keep in mind that Baumann is meant resist energy: fire, carved wooden figurehead of at least
to be a recurring villain as the heroes venture to the seas beyond 500 gp value; Price 44,500 gp.
the whirlpool. If she is vanquished now, it may be satisfying to
Man Overboard!
Someone important—a party member, Lucien, or the vessel’s
captain—washes overboard. The heroes must save him before he
drowns! Play this for cinematic effect as much as possible. Waves
crash on the deck, lightning strikes in the distance, and the ship
keeps moving away, etc. Certain skills come into play here, like
Swim, Use Rope, Profession (sailor), Balance, etc. Remember to
apply armor check penalties for anyone foolish or unlucky enough
to fall into the ocean while still wearing armor!
Leak!
The pounding of the waves and the rocking of the boat cause
a leak in the hull. The ship takes on water at an alarming rate.
Someone has to swim into the hold to stop the leak, or the ship
will surely sink! The PCs can fix this problem by casting a make
Their plan of attack is simple. The captain uses the Fang’s speed to whole spell may be cast on the hull if the caster knows the breach
bear down on the opposing ship, taking care to avoid a broadside location. Or, the hero may stop the leak with more mundane
if possible. His men then fire at the heroes as soon as they are in things, like tools or a spare sack—any item that can be shoved in
range. One-eyed Pete the wizard uses his scroll of lightning bolt the hole temporarily until the storm passes.
on the largest concentration of people on the deck of the heroes’
ship. At the last moment, the Fang comes up alongside the enemy Hey! Who Tied that Knot?
vessel and a volley from the swivel gun clears the decks. The
Although the crew has battened down the hatches and tied down
barbarians then throw grappling hooks over to pull the ships
the sails, one of the knots comes loose. The mainsail is now
together, while others swing over on ropes from the masts. When
partially open and the storm threatens to rip it apart, and, of
they capture the crew, they loot the ship and then refit it as a
course, the PCs need the sail to get where they are going. The
barbarian warship. They press the crew into working for them—or
heroes have to come out on deck and help tie down the sail. Here
they kill them.
again, skills like Use Rope, Balance, and Climb come in handy.
This encounter is a great opportunity to have some fun with For example: A hero may have to climb up the mast (Climb check,
swashbuckling combat. Have the NPCs swing from ropes to attack DC 20), shimmy out on the yardarm (Balance check, DC 25)
the enemy, balance on the yardarm while sword fighting, or make and tie down the sail (Use Rope check, DC 20). Failure means
a heroic leap across to the enemy ship as they engage. crashing to the deck, doing it all over again, or worse: falling in
the raging seas. See Man Overboard!.
Clayton “Red Wolf” Saragosa: hp 69.
Clayton’s First Mate, Stumpy Hookhand: hp 25.
One-eyed Pete: hp 19. Death Fog (EL 5)
Clayton’s Rogue Pirates: hp 22. The center of Hell’s Triangle is ringed with a perpetually thick
Clayton’s Fighter Pirates: hp 21. fog. It is so dense that it is difficult to see your own hand in front
of your face. In this area, the water is very still and there is only
The Storm of Storms a slight breeze, so the ship will be moving very slowly. Every
sound is magnified in the stillness. The ropes rubbing against the
At some point in the journey to Hell’s Triangle, the heroes
mast, the creaking of the ship boards, and the lapping of the water
encounter a terrible storm. This should occur before the last
on the ship’s hull will combine to become both annoying and
encounter listed. Make sure you give the heroes plenty of warning
creepy. Intuit Direction will be the only way to navigate in this
so that they can take some precautions. The skies begin to look
impenetrable fog.
dark and ominous and the winds pick up tremendously. Thunder
rattles the decks and lightning lights up the skies. Then the seas Lurking in this area is a pair of Life Leeches. (See Appendix: New
then turn rough and the rains come, bringing the storm in earnest. Monsters). They were drawn here when the whirlpool was created.
Now they prey on any living creatures that venture into the fog.
The Islands
T
here are four Islands of the Damned to be explored, one Island in a Nutshell: Zoltan Zaska pits tribes of humans against
for each of the remaining members of Yarash’s minions, each other and he uses them in barbarous experiments. He
the Full Fathom Five. A brief overview of the islands rules over his charges in his skull-shaped, flying castle.
follows.
Zoltan Zaska’s View of the
The Isle of Undeath Others
Master: Daen Danud (page 70). Daen is a pale, shriveled lich
Ahunatum (Black Jenny Ramsey): Zoltan desperately loves
who stands just above six feet tall. He wears his white hair
Jenny, but he doesn’t wish to face her.
pulled back in a ponytail that falls to the middle of his back,
Daen Danud: Zoltan believes Daen to be a grotesque sadist, and
and he wears white leather armor and a white cloak, both
he avoids him at all cost.
randomly mottled with blood.
Moab Cys’varion: Zoltan remains unsure about Moab; the drow
Artifact: Ship’s Bell (page 95)
may be an ally, but he may just as likely be an enemy.
Artifact’s Power: Controls the undead
Ezekiel Carthy: Zoltan holds unmitigated hatred for the man he
Island in a Nutshell: A huge complex housing an undead army
blames for his current circumstances.
created to overrun the other islands and put their inhabitants
to the sword hides beneath this idyllic island.
The Island of
Daen’s View of the Others
Ahunatum (Black Jenny Ramsey): Daen finds Ahunatum too
the White Gorilla
weak to be of use to him, and he almost pities her refusal to Master: Ahunatum (Black Jenny Ramsey) (page 127) Ahunatum
accept her undeath. appears as an unearthly beautiful woman in flowing white
Moab Cys’varion: Daen respects the drow for his ambitious robes. She’s tall, blonde, and imperious; her demeanor is
plans, but thinks his dabblings are ultimately a waste of as cold as ice. She conceals her missing left hand—now a
time. hook.
Zoltan Zaska: Daen sees Zoltan as a vain fop; he’s beneath Artifact: Hook (page 143)
contempt. Artifact’s Power: Dominates the minds of living creatures.
Ezekiel Carthy: Daen blindingly hates the betrayer. Island in a Nutshell: While human slaves labor in mines under
the yokes of their intelligent gorilla masters, the mistress of
The Boneshaper’s Throne this jungle island slakes her lust for blood and makes her
unholy artifact even more powerful.
Master: Zoltan Zaska (page 98) The ghoul appears as a rotting
man in dashing pirate garb. The stench of death clings to Ahunatum’s View of the Others
him.
Artifact: Pistol (page 122) Zoltan Zaska: Ahunatum views her ex-lover as a shadow of his
Artifact’s Power: Controls manufactured objects former self; she finds him all the more pathetic because he
continues to try to recapture previous glory.
The Arrival
A
fter their trip through the maelstrom, the PCs arrive in the mysteries of Yarashad before the island vanishes again—or before
Islands of the Damned to a deceptively lovely day. The one of the PCs succumbs to the imprisoned Yarash’s temptations.
next leg of their epic journey is about to begin. Smiles,
You can play this event one of two ways: the island simply shows
everyone—always smiles!
up (The Tranquil Approach), or it rises out of the water like a
volcano on speed (The Dramatic Approach).
The sky above you is clear blue, broken here and
there by faint wisps of cloud, and the sea beneath is very The Tranquil Approach
calm. Four islands spread out before you, and there’s
no sign of Hell’s Triangle— and no way of knowing how
you will ever return home. The morning greets you with a vivid red sky. You
But, for now, you have other concerns to address, remember the old saw: “Red sky at morning, sailor take
starting with raising the sails to catch the gentle wind warning.” You never thought much of it— until now.
behind you. Something else strikes you as odd, and it takes you a
moment to put your finger on it: there’s an island at sea
that wasn’t there yesterday. A quick glance at the map
If your PCs make various attempts to return to Freeport, they all fail, confirms your suspicions...it’s Yarashad.
regardless of the method chosen. They want to gain their bearings
from the night sky? Well, they’ve never seen these constellations
before. They try to teleport? They’re out of range—way out of range. The Dramatic Approach
They want to open a dimension door? No dice; Harrimast wants them
to stay put. Basically, to go back, the PCs need to go forward.
A low vibration shakes you awake, growing in
If the PCs don’t think to check the map, Lucien brings it to them, intensity as you come to your senses. You begin to don
saying, “By gum, we’ve made it through! There are the islands, your clothing when you hear a desperate shout from
but we seem to be missing one...Yarashad itself, I assume. Well, above: “All hands! All hands on deck, you mangy dogs!
that means we have time to gather those artifacts that chap Carthy Move it!”
went on about before the sextant killed him. Poor fellow.” The cause of the alarm becomes evident as you sprint
on deck to the first red rays of the morning sun...a wave,
From there, it’s on to the various islands.
nearly 40 feet high, is headed straight for you.
Running Act II At this point, the PCs need to make all sorts of skill checks. They need
So, where do the players go first? Wherever they want. This section to make Dexterity checks to get the sails furled, Strength checks to
of Black Sails Over Freeport allows the PCs to explore the islands take control of the wheel or to help out on the oars, Profession (sailor)
in any order they wish. To keep some structure to this Act, and add a checks to get the boat facing into the wave, and any other check
bit more depth and interconnectivity, the adventure includes several you deem necessary to make certain the ship survives the oncoming
“planned encounters” within each island section. While Yarashad’s tsunami. You need not set DCs for this encounter; just make it
appearance is obviously essential to the plot’s development, the suspenseful. When the wave hits, read the following:
others can be added as you see fit. The events are:
The prow of your vessel bites into the wave,
Yarashad launching a blast of spray that drenches you to your
skin. The water lifts the bow, and forces your boat
Shortly after the PCs collect the final artifact, the lost island skyward. You flail at nearby ropes as the loose debris
of Yarashad reappears. Then, the PCs must race to solve the
Difficult as it may initially be for the PCs to believe, Baumann’s offer Baumann’s Dilemma (Kick ‘Em
is genuine, and she’ll make concessions to prove it: not only does she
agree to accompany the PCs and follow their orders until they get When They’re Down) (EL 12)
back to civilization, but she also agrees to steer clear of any vessel the This variation occurs after the PCs’ final confrontation on
adventurers voyage upon from this point forward. She won’t offer, but Yarashad, just as they drag their bruised, battered forms back to
if informed that she won’t be receiving any portion of the booty, she their boat, booty in tow. The scenario assures that the party does
concedes. She won’t be happy about it, but she figures that she’ll have not become the richest individuals in Freeport, if not the world.
much more chances for plunder back in Freeport’s waters.
If questioned about the honesty of her offer, she replies (through Captain Morgan Baumann stands on the strand, her
gritted teeth), “Morgan Baumann has never offered her hand in hands folded casually over the cutlass planted in the
truce to anyone, ye dogs. I make this offer once, and should ye sand at her feet. Four members of her crew stand behind
spurn it now, you’ll not see it again. I’m a pirate, but I’m no Drac. her, weapons drawn and ready. Further out, you see
When I gives me solemn oath, I keeps it.” your ship, locked in battle with the Kraken’s Claw, the
Should your PCs accept Baumann’s offer, they find they’ve gained marauder’s guns blazing. As you watch, you see pirates
a powerful fighting companion. Baumann helps the PCs with their retreating from your ship’s deck, swinging across to
remaining obstacles in this act, but parts ways with them once they their ship on ropes, and a few of the wretches even throw
return to civilization. themselves into the briny water.
Your crew is winning! They’ve driven off the
If, on the other hand, your PCs would prefer doling out wounds cutthroat horde!
instead of bandying words, they need to begin making Reflex Your joy is short-lived, for even as the Kraken’s Claw
saves (DC 15) every time they swing a weapon to keep from disengages, you can see your vessel is listing hard to
falling overboard. Baumann has ordered her dogs to row back to starboard. Your remaining crewmen jump from the decks
the Kraken’s Claw should fighting break out. She does not engage as the ship begins its slow descent to the depths.
the PCs, but instead yells up to her crew, “Blow them to hell, Although she hasn’t looked back to check on the
boys!” The Sea Dogs can set up and fire a Gorgon gun at the PCs’ progress of the battle, Baumann breaks into a grin, as if
boat in two rounds, and they do not let up until their captain makes the outcome was never in doubt.
it safely aboard, at which point they break away. From here, you “Now, ye louts,” she says calmly, “ye and me will
can either bring the two groups together again using Baumann’s parley.”
Dilemma (Kick ‘Em When They’re Down), or simply assume
that the wily pirate figures a way to ride the PCs’ coattails back to
Freeport). Baumann’s goal is the same, getting back to civilization, but her
terms are much harsher—she gives the PCs enough booty to
compensate them for their ship, but she takes the rest. “It’s not
Baumann’s Dilemma (Dwindling every day that the Kraken’s Claw gets to take on passengers, and
it’s a handsome price you’ll pay. Still, ye seem able to pay it.”
Numbers Variation) (EL 8)
Do the PCs fight Baumann and risk being abandoned by her crew
This scenario is the same as the Enemy of My Enemy Variation
if they succeed? Do they try to use the artifacts against her (or
in most respects, except both the PCs and Baumann have a bit
at least point out that Baumann is going nowhere without the
more incentive to work with each other—they’ve lost too many
sextant)? Do they agree to her terms, and then stage a mutiny?
crewmembers to operate their craft.
And, most important, what does the PCs’ newfound friend Harry
The easiest way to accomplish this is to slowly whittle away do about all this (see the section on Yarashad at the end of this
at the PCs’ crew through prior combat with Baumann (A Shot Act)? The possibilities are endless…
D
aen Danud’s demesne appears idyllic from a distance.
The mile-and-a-half-long, mile-wide island is almost hour that the PCs will encounter a group of five zombies on their
completely devoid of man-made structures, except for a way to deliver a fresh victim to one of the stone altars scattered
50-foot-high tower on the island’s eastern end. The 300- throughout the island (see Area C: Altar of Bloodletting for more
foot-high cliffs surrounding the structure render it inaccessible on the altars). At night, the chance will rise to a 15% cumulative
from sea. Grasslands and dense forests, which gradually give way chance.
to rockier territory as the land rises steeply to its highest point on You can find information on Act II’s planned encounters in the fol-
the eastern isthmus, cover the remainder of the island. lowing parts of this section:
The PCs can land rowboats on two places on the island: the cove • The Attack! encounter is detailed in Area C: Altar of
on the northern edge of the island (Area A on the overhead map) Bloodletting.
and the beach on the western end (Area B).
• Daen’s legions prepare for Retaliation in Area 40: Boat
Launch.
Planned Encounters • The Enemy Within can be found in Area 29: Detritus
If there were people here before Daen arrived, there is little sign of Room One.
them now. In fact, the only things the PCs are likely to encounter
B. Reach the Beach As you are contemplating your options, you notice a
small clearing just inside the forest. The numerous trees
As you round the corner of this new island, the before you obscure your view of it, but you’re almost
constant flow of the wind lessens a few knots, as if it had certain that something is standing in the middle of that
expended too much energy traveling to this point and clearing.
would prefer to rest a bit before continuing onward. You
are left to drift on the strength of the wind’s memory, but
that matters little, for what you see before you is one The clearing mentioned above is directly adjacent to the beach on
of the favorite sights of any sailor who’s had his share the overhead map, and Daen’s minions created it as a place to set
of rough seas: a sandy beach. Not only does the beach another altar.
look particularly inviting after the journey you’ve had
thus far, but it also extends almost the entire length of
this end of the island. A blind yeoman could row a skiff C. Altar of
anywhere along it and still be assured of a safe landing.
Bloodletting (EL 5)
Though their own paranoia may cause the PCs to think twice about To speed up the process of turning prisoners (and the occasional
landing here (it seems quiet, after all—too quiet), they really do have animal) into undead minions, Daen scattered six stone tables
nothing to fear. The beach is such an easy landing, in fact, requiring throughout the island’s expanse. They serve a singular purpose: to
no rolls to reach it safely. Furthermore, the isle’s inhabitants aren’t collect blood and send it to the dungeon below.
exactly the type to come to the strand to sun themselves, so the PCs
Although the altars slightly vary in appearance due to the rough
could even camp here for the night and not be disturbed. Once they
means of creation and years of use and exposure to the elements,
prepare to move on, read the following to your group:
each measures roughly three feet by 10 and stands about four feet
from the ground. They are balanced on a two-by-five rectangular
The beach’s sand gradually gives way to hardy grass column of solid rock. Numerous carved arcane symbols cover
as you make your way inland. A thick growth of trees the entire structure. Characters using Decipher Script (DC 15) or
that covers most of the land lies in front of you. Although comprehend languages find that the symbols bear many similari-
it appears that you can probably walk around the trees ties to the marks made around the ritually sacrificed bodies they
to go directly north or south, the most direct route would discovered in Act I.
be to head through them.
Daen’s minions drag the unfortunates (be they alive, freshly dead,
or somewhere in between) to the table, where iron manacles secured
Should the PCs intervene at any point to save the man, he thanks
them in his own way: “Blamther! Shahbba-doo! Equus roden-
tus!”); he then runs for the nearest patch of ocean. Should the PCs
attempt further conversation with him, they quickly realize the
poor soul has gone irreconcilably insane.
If the adventurers would like to follow the underground trough to its
source, they can certainly try. Without an earthmover and engineer, they
might accomplish the task within a year. Crawling familiars (weasels,
rats, etc.) can navigate the system, but if Daen happens to be there at the
time (25% chance), the familiar likely does not return to its master.
Zombies (5): hp 22.
to the stone hold them in place. The minions slit the throats of their
Planned Encounter: Attack!
live captives, and then they wait dispassionately while they die. If this is the first island your PCs explore and you plan on using
They then shove their weapons clear through the corpse at least a this encounter, you should have the zombies make an appearance
dozen times to facilitate the draining of the body’s vital fluids. with their captive—and then unleash the enemy attack. Depending
on which island is attacking, the forces consist of:
As each table is slightly concave, the bloods drains toward the
table’s center, where it falls into a funnel leading below the • Crystal Lake Island (EL 12): Moab’s lieutenant, Jhondal,
island’s surface, where it ultimately collects in Room 53. Once the leads 10 mutant soldiers. The zombies’ helpless captive is one
body has been sufficiently perforated, the minions leave the corpse of the lake people, and Moab wants him brought back. Once
for 24 hours to allow it to drain completely. After 24 hours, they the captive is retaken, the soldiers beat a fighting retreat back
collect the body and take it to their master. Only one altar—the to their boat (docked wherever the PCs aren’t beached).
one on the easternmost edge of the forest—is currently occupied. • Gorilla Island (EL 12): Five white gorillas (hp 61 each).
Upon first discovering an altar, read the following to the PCs: The captive is an escaped slave, and although he’s no longer
any good for the mines, Ahunatum does not want to lose a
potential meal.
In the middle of the wilderness, an immense stone table
rises four feet above the ground. And though you cannot tell • Boneshaper’s Island (EL 15): One (1) gigantic flying
the purpose of the object at a glance, the visible weathered skull. The captive is one of the warring tribesmen (perhaps
bloodstains are enough to put you on your guard. even a tribal leader), and Zoltan wants him back where he
belongs. The skull simply swoops down with its mouth
open and scoops the zombies and their captive inside.
Daring PCs may even attempt to scramble inside, but
Victims chances are that not all of them can jump in time…
If the PCs encounter a group of zombies near the altars and decide
not to attack them immediately, read the following:
D. Trapdoor
The undead slowly drag their captive toward the Like its companion (Area H), this trapdoor opens to an under-
altar. Although the man looks like he has given up hope ground passage that leads to Dungeon Level Four. The woods
of escape, he suddenly begins to struggle with the last hide the unlocked trapdoor well. If the PCs happen to walk over
of his remaining strength when he sees the stone slab. the trapdoor (25% chance for each character), allow the PCs to
His voice, now hoarse from screaming at the unfeeling notice the earth “sounds different” (Listen check, DC 20).
Trapdoor: Unlocked; Spot (DC 30); Search (DC 20).
The cliffs also cover a hidden entrance to the dungeon that is Aura Strength
accessible only during low tide (See Area 40 on page 88 for
details on what’s behind the entrance). Even if your group explores HD Strength
this portion of the island at low tide (25% chance), and they find 1 or lower Faint
the entrance (Spot check, DC 35 to see the door’s well-hidden 2-4 Moderate
seams), getting the 30-foot-long, 30-foot-wide slab to open does 5-10 Strong
pose quite a challenge. Assume the door weight two tons, and 11 or higher Overwhelming
give them a shot at it; trying the door may make them takes their
chances at climbing up the cliff. Lingering Aura: A living aura lingers after its original
source is destroyed. If detect living is cast and directed
at such a location, the spell indicates an aura strength of
F. Intruder Alert dim (even weaker than a faint aura). How long the aura
lingers at this dim level depends on its original power:
Because he is paranoid that his former companions want his
island, Daen has cast a zone of life detection spell, which encom-
passes the entirety of the upper portion of the island (see map). Lingering Aura
Unless the PCs find either of the two trapdoors (Areas D and H) Original Strength Duration of Lingering Aura
on the other end of the island, they have to deal with this obstacle
one way or another. Faint 1d6 rounds
Moderate 1d6 minutes
Once they have scampered their way to the top, have the PCs Strong 1d6x10 minutes
make a Spot check (DC 25) to determine whether or not they note Overwhelming 1d6 days
the spell’s presence. If they do, read them the entire section below.
If they do not, read the following but omit the bracketed portions. Each round, you can turn to detect living in a new area.
The spell can penetrate barriers, but 1 foot of stone, 1
inch of common metal, a thin sheet of lead, or 3 feet of
As you work your way eastward through the grass- wood or dirt blocks it.
lands, the island begins to slope upward. The slight
grade becomes gradually steeper as you push forward, Arcane Material Component: A piece from a thriving
until you have to bend forward and grasp at the ground plant or an ounce of blood from a living creature.
to maintain your progress.
Zone of Life Detection Should the PCs simply decide to throw caution to the wind and
step through, they feel nothing. However, Daen immediately
Abjuration knows his barrier has been breached. Unless the characters
continue to stand within the spell, however, he will not know that
Level: Clr 3, Pal 3, Sor/Wiz 3
they are humanoid. Nevertheless, he alerts the creatures in the
Components: V, S, M/DF
dungeon below to be on heightened awareness for the next half
Casting Time: 1 standard action
hour (each section of the dungeon provides wandering monster
Range: Close (25 ft. + 5 ft./2 levels)
details for each of the three stages of alertness; see The Isle of
Area: 60-ft. radius emanation centered on a point in
Undeath: The Dungeon, Wandering Monsters on the next
space
page for definitions of these stages).
Duration: 3 hours/level (D)
Saving Throw: None
Spell Resistance: No G. The Dark Tower (EL 10)
Used primarily by liches and other evil creatures whose
companions are undead, the zone of life detection
establishes an emanation area that alerts the caster The black rock of which the highest point of this
whenever a living creature of Tiny or larger size enters island is composed appears to have been belched
the warded area or touches it, much like an alarm spell. whole from the ground it stands upon. It is perfectly
The mental alarm alerts the caster (and only the caster) cylindrical, with no discernable mark or features of
so long as the caster remains within 1 mile of the warded any kind.
area. If asleep when the barrier is penetrated, a single
mental “ping” awakens the caster from normal sleep but
Daen didn’t want his observation post to be easily accessible, so
does not otherwise disturb concentration. A silence spell
climbing the tower is going to be difficult (Climb check, DC 30).
has no effect on this mental alarm.
Anyone successfully climbing it notices a number of observation
1st Round: The spell informs the caster of the number blinds cut out of the rock near the top. Only characters that are
and size of the creatures entering the ensorcelled zone. of Small size or smaller can fit through the openings, however.
Those squeezing through find themselves in the Observatory
2nd Round: The caster learns the creatures types (Area 1).
(humanoid, beast, etc.) and strength as per the detect
living spell.
Anyone about to enter the area affected by the zone of
H. Trapdoor
detect living has chance to Spot (DC 25) it. Successful Should the PCs land at the cove (Area A on the map of the Island),
checks reveal arcane energy, although the exact nature of and move to the southern altar within the grasslands, they can
the magic is not obvious without the use of a Spellcraft automatically make a Spot check (DC 25) to notice that the ground
check or detect magic. near the trapdoor has been recently disturbed. They might also
notice that the earth “sounds different” (Listen check, DC 20)
Zone of life detection can be made permanent with a
should they walk directly over the door (25% chance for each
permanency spell.
character).
Arcane Material Components: A tiny bell and a piece
The trapdoor is not locked and, when opened, reveals a set of
from a thriving plant or an ounce of blood from a living
stairs descending into a corridor that ultimately leads to Dungeon
creature.
Level Four.
Trapdoor: Unlocked; Spot (DC 25); Search (DC 20).
Daen uses this private sitting room while he waits for his fear-
some undead horde to assemble in the Auditorium (Area 13). As seasoned adventurers, it is a rare day indeed
The room contains four animal-fur rugs, a single chair, and a when you see something in a dungeon that literally takes
few portraits of Yarash. The portraits typically portray him as a your breath away. Today is one of those days.
gigantic pirate wearing the stereotypical garb (including an eye An immense room that appears to be a cross between
patch), either towering over a mound of gold, a pirate ship, or a a temple and an amphitheater sits below you. Laid in
fallen enemy’s corpse. His eyes exude menace in every painting, black polished stone in the center of the floor is the
and more often than not, both his clothes and hands are drenched eternal sign of pirates: the skull and crossbones. But the
with blood. five star-shaped columns that ring the skull and bones
illustrate that no ordinary pirate uses this chamber. This
Other than the rugs, which are worth about 10 gp in trade each, is a hall made for a member of the Full-Fathom Five.
there is nothing of value in the room.
The PCs would be able to conduct a ranged attack from their posi-
tion, which can certainly work well in the short run. Once Daen
leads a horde of undead to attack them, however, the PCs will most
likely wish they had a chosen a room with an escape route.
Although the corridor appears to end in a wall, a secret door that Since the dungeon minions aren’t particularly adept at conversa-
opens directly adjacent to the entrance to Dungeon Level Five tion, and most humanoid discussions tend to start and end with
actually lies at the dead end. “Aaaaahhh!” the vampire has been unable to actually find out what
is going on in the world. If the PCs don’t immediately attempt to
Secret Door: Unlocked; Search (DC 35). annihilate him, he reveals himself to be quite a mannered, erudite
gentleman. He gladly shares what information he knows about the
15. Subdual Room dungeon and its ruler on one condition: that they take him back
with them.
Although Daen initially intended to use this space as a waiting room,
Here are a few tidbits that Sonsimoth can dangle in front of the PCs:
he found that he prefers to wait in the Sitting Room (Area 11). Ever
since, this area has functioned as a place to drag undead that appear • He knows where Daen goes during the different stages of
to be slipping out of Daen’s control. Since this hardly ever occurs, the the day (see Wandering Master on page 75) and the quick-
room is devoid of furnishings and any valuable items. est route to get to him
• He knows what Daen’s device does (control undead)
18. Skeletons
in the Closet (EL 10) get closer, you note a carving atop each entrance: to
the north, a pair of crossed bones, the flesh dangling
Aside from the dozens of skeletons that are even now from them in strips; over the south door, a skull stares
beginning to lumber toward you, weapons raised, there down blankly at you through its empty sockets; and to
appears to be little of note in this room. the east, the two motifs have been combined. With the
exception of the carvings, the doors all look exactly
alike.
Along with other rooms of its size on this level, this space is used
to house “off-duty” undead. The skeletons don’t pose too much of
a threat individually, but the sheer number of them that come at The doors are exactly alike…completely harmless. Your group
the PCs in unceasing waves may convince the party that a lengthy may believe something sinister is at work here. Let them. You can
engagement is not what they want at this time. even play it up, should you feel like it—make a few hidden rolls,
tell the PCs they hear a click as they open the door, point out that
However, should they actually clear the room, they discover a the eye sockets of the skull seem to be watching them no matter
single unlocked chest containing 170 sp and (2) two potions of where they move, and so on. If your PCs always expect trouble
cure moderate wounds (CL 7). when you read a section of boxed text, this could play on those
expectations quite nicely. How much you want to build this up (or
If the PCs encountered any skeletons as part of a wandering-mon-
not) remains completely up to you.
ster band on this level, be sure to subtract the casualties from the
total represented here.
Skeletons (60): hp 24 each. 20. In a Wight Room... (EL 11)
Much like the skeleton room (Room 18) to the south, this area
19. Choice of Doors houses a few dozen wights who are not currently undertaking
tasks for Daen. It’s rather uncommon for the wights to get visitors,
This text should only be read to the PCs if they approach from the so they notice the opening of the door unless the PCs attempt to
west. Otherwise, treat this area like a regular corridor. Move Silently (DC 15). Even so, these undead are slow to recog-
nize the extent of the threat, so the PCs have surprise as long as
they act immediately.
As you turn the corner, you see that the corridor
comes to a halt ahead of you at a juncture of three Note that any wights slain while patrolling this level should be
doors in the north, south, and east walls. When you subtracted from the room total.
Wights (24): hp 39.
When Daen first started building his undead army, fresh bodies
22. Cell B were at a premium. Not yet being able to take on a host of living
creatures on his own, he made do by digging up the remains of
The corpse of a human male slumps against the the recently deceased on other islands and animating their corpses
back wall of this cell. Three arrows protrude from his on the spot. Later, he had his creations do the job for him, but the
body—the most likely cause of his death. You can’t tell mindless creatures initially brought back the body and whatever
how long the corpse has been laying in this position, it had been interred in. Eventually he broke them of this habit, but
but most of the flesh not covered by decrepit leather every once in a while, he still gets the odd coffin or sarcophagus,
armor is now dust, and the clumps of faded blonde hair which gets stored here.
lying on the floor are the remnants of his head. The
Two mohrg currently use this room, each occupying an open coffin
corpse holds a bone horn in its right hand, almost as if
of your choosing. They are currently “resting,” and do not react to
it was going to blow one last note before passing to the
the PCs’ presence unless the PCs touch them or make an inordinate
next realm.
amount of noise (say, knocking a sarcophagus lid).
Mohrg (2): hp 104.
If the PCs try to grab the horn, or touch the corpse in any way,
its remaining flesh and bones slowly disintegrate into dust. Over
the sound of the body’s rapid decomposition, the PCs may hear
(Listen check, DC 20) a ghostly whisper, as if it were being carried
27. Mummy Quarters (EL 9)
into the cell via a sudden gust of air: “They took the little ones.” Ten mummies use this area. If the PCs previously defeated any
Who this man was and what he died trying to defend remains a mummies on patrol, then subtract their number from this room.
mystery. If asked, the vampire warden, Sonsimoth, does not have Mummies (10): hp 68.
any definitive answers either, as the man was near death when he
was originally brought to the cell.
The horn is a brass horn of Valhalla. 28. Kitchen (EL 4)
Read this passage as your PCs prepare to open the door to this room:
23. Cell C
This cell is empty. As you approach the entrance, a strong odor wafts
out to greet you: the smell of spilt blood and gangrenous
flesh. Even though the closed door, the stench is practi-
24. Worg Room (EL 7) cally overpowering.
Like its sister room (Area 10), this room acts as a kennel for
seven worgs. The PCs can discover the secret door that opens into Characters who take pains to cover or plug up their nostrils are
this room by either spotting footsteps in the dust (if no other PC rewarded for their caution:
entered the corridor) of the corridor outside the room or by con-
ducting a search. Opening the door here causes the door to Area
What was an unpleasant odor becomes an almost
10 to open as well, which brings the other worgs charging toward
tangible wall of putrid stench that assaults your senses
the PCs from the rear in three rounds.
as soon as you open the door. The place resembles a
Aside from a number of gnawed-upon bones, there is nothing else combination kitchen and butcher shop. Thick layers of
of note in the room. dried and coagulated blood and victuals cover every
square inch of flat surface.
Secret Door: Unlocked; Spot (DC 20); Search (DC 20).
Worgs (7): hp 47.
A very peculiar tableau is unfolding before you: in the Once the zombies have been disposed of, the PCs can climb down
southwestern corner of the room, the lower half of a pallid the hole, which has the same characteristics as the one in C-Chute
corpse is sticking out of a hole in the floor. A zombie is One (Room 30), and ends in Room 52 on the Dungeon Level Six
slowly jumping up and down on the corpse, assisted by map. The hapless zombie who fell down the hole is sitting on top
of the corpse that preceded him.
50. Spiked Pit Trap (EL 2) Slay Living Trap: CR 6; spell; spell trigger; no reset; spell effect
(slay living, 9th-level wizard; DC 17 Fortitude save or die; 3d6
This trap opens the first time a character weighing over 100 damage if save); Search DC 30; Disable Device 30.
pounds steps into the middle of it. Springing the trap also triggers After he casts the spell, Daen takes a moment to address the PCs:
an alarm in Room 53, and should Daen be in the room when this
happens, he immediately prepares his skin of blood spell (See
New Spell: Skin of Blood on page 92). More information on The withered pirate strides confidently toward the
these preparations can be found under Room 53. The trap can be fray. Blood, crackling with vile energy, covers him from
disabled by pressing a small button located on the floor on both its head to toe.
western and eastern sides (Search DC 20). His voice is a low rasp, laced with malice. “You are
powerful to have come this far. You will make a formi-
Spiked Pit Trap: CR 4; mechanical, location trigger; automatic dable addition to my legions. Answer me true, and your
reset; DC 20 Reflex save avoids; 60 ft. deep (6d6 fall); pit death will be quick and almost painless. Who sent you?”
spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5
each); Search DC 20; Disable Device DC 20.
Bodies that are dumped from C-chute One (Room 30) end up
here, where they are thrown onto the pile to await Daen’s atten-
tion. PCs who want to climb up the shaft need a boost up to the
ceiling, and also need to make two Climb checks (DC 15) before
reaching the top. Characters making the attempt need to doff their
backpacks and other protruding gear before proceeding.
Before casting this spell, the target must completely • If there is a 5th round of time stop, he casts bull’s strength
douse himself in blood. The source of the blood is on one of his gorillas.
immaterial, but there must be enough of it to cover • Once time stop ends, Daen casts the blood blast function of
his entire body. Upon successful casting of the spell, the skin of blood spell at the party’s lead fighter.
the blood conforms to the target’s body as if it were
a second skin. The blood acts as an additional suit of • If turnabout did not work, Daen casts blood blast function
armor, conferring a +3 AC bonus to its wearer. This of the skin of blood spell at the party’s spellcaster.
bonus stacks with any other natural or magical armor the • Daen keeps one of the effects that skin of blood affords him
character may be currently using. in reserve so that he can retain the spell’s bonus to his armor
In addition, the spell also confers these spell-like class. If he has only used blood blast once (say, if the turn-
abilities: about spell was successful), he uses the blood blast effect
on the party’s paladin, monk, or rogue.
Blood Blast: A ball of blood shoots forth from the
enchanted character’s hand and explodes in a 10- • Daen’s undead gorillas have been trained to make certain
foot radius at a point in medium range the character that any enemy falling in combat stays down. Should any
designates. Those caught within the blast radius take character fall below zero hit points during the course of
2d10 +1d10/2 caster levels of damage. Those who make combat, the nearest gorilla strikes the downed character
a successful Reflex save take only half damage. with a double-fisted blow to the head on the next round.
Treat this as a coup de grace action.
Blood Boil: A stream of superheated blood shoots from
the character’s finger and sticks to a target in short range • Daen casts animate dead on any character who dies in
upon a successful ranged touch attack. The burning blood melee, and instructs the reanimated PC to fight his former
splatters the target, causing 1d4 damage per caster level. friends.
The blood will continue to scald the target for 1d4+1 Once Daen receives a mortal wound, he begins screaming. Then,
rounds or until the affected area is submerged in water. the follow events transpire:
The damage from these effects is based on the level of
the character who originally cast the skin of blood spell. The lich slowly rises off the floor, his arms flung out
If the character uses these abilities three times, the spell from his body as if he were being drawn and quar-
is immediately discharged. tered. His body begins to shake as a sphere of energy
Material Component: Enough blood to cover one’s envelopes it. His screaming becomes more feverish and
body. high-pitched, and it appears that he cannot possibly
open his mouth wide enough to excise all the pain and
suffering he is experiencing. Then a torrent of blood and
gore erupts from his mouth and shoots across the room.
If the PCs answer “Carthy,” Daen flies into a rage. “You dare The crackling sphere surrounding him brightens, and the
speak that name in my presence? I will flay the skin and sinew flow of fluid increases. It runs from his nostrils and ears,
from your writhing forms! I will inflict such pain upon you that and then his eyes burst from the pressure, and the gush-
you will beg to serve me in undeath. And then I will use the ing continues from his empty sockets. This is much more
sextant you fools have used to gain entry to my dominion to raise blood than one human should be capable of holding.
Yarash from his slumber, and you will come to think of my minis- Perhaps, at the end of his time on this plane, the lich is
trations as a lover’s embrace. Now die!” being called to task for the hundreds of souls that he had
If the PCs answer with a name of one of the other members of the slaughtered, for the thousands of gallons of blood he
Full-Fathom Five (or a general description), Daen chortles mirth- spilled for his own gain.
lessly. “So this is the best my former colleagues could muster. Then, it stops. The sphere contracts, folding the now
After I slay you, I shall send you back to your master as proof of shrunken corpse upon itself as it grows smaller. It grows
your failure.”
Aftermath
O
nce Daen has been dealt with and the bell secured, the
time for the dungeon is grows short. The PCs may believe Running Scared (EL10)
that their travails are over, but once they return to the
At this point, the adventurers have 10 minutes (60 rounds) to get
stairwell (Area 49), read this section:
out of the dungeon before it utterly collapses. They should be able
to jump the chasm with ease (Jump check, DC 5), but from here
You are about to begin your ascent up the stairs and the tasks get significantly harder. See page 94 for a timetable of
away from this dungeon’s undead master when another the dungeon’s undoing.
bout of rumbling shakes the ground beneath your feet. A
Should the PCs reach their boat before the 10 minutes are up, or if
large crack opens up in the corridor behind you, and a
they decide to commandeer a skiff from Area 40, you can halt the
portion of the staircase crumbles into another rift that is
countdown and assume the characters escape the dungeon’s col-
beginning to widen as you watch.
lapse. Especially since they have another problem to face:
As you are setting your oars for the row back to your (DC 10) on the part of the zombie will keep them from boarding.
ship, a pale, shriveled hand reaches over the stern of For each swing the PCs make, and for each hit a zombie scores,
your boat. Another hand follows it, and then an undead the adventurers need to make a Balance check (DC 15) or into the
head, all of which are dripping seaweed. You are about drink they go. Once in the water, a zombie will initiate a grapple
to deal with the threat when you hear something climb- and attempt to drag them down. Characters who fail two successive
ing into the boat behind you. grapple checks have begun to drown. Since the PCs have not yet
rowed very far, they will not need to make Swim checks in order to
do battle (unless, of course, they are under 4 feet tall).
This is Daen’s parting shot. A total of four zombies have been wait-
ing in the sea near the boats to drag the PCs to their watery deaths But this is just a delaying tactic to allow the main zombie force, all
(if the PCs are in more than one boat, then the zombies have three to 20 of them, to attack the party’s boat. The first sign that something
deal with each group). A successful hit and a failed Strength check is amiss will occur when the PCs get back to the boat and no one
responds to their hails. They will then hear the distinct sounds of
battle coming from above them, and they’ll also spy a lone zombie remnants will continue to billow forth for some time to
climbing a rope up the ship’s side, a sword in his mouth. come, which cannot be said of its master, who had, until
recently, held its undead minions beneath his sway.
By the time the players gain the deck, the fighting has gotten The bell is yours, but your quest is not yet over. For
fierce. There are already 2 dead crewmen, and 1 fallen zombie. there are still other islands to visit…
The crew will continue to lose 2 of their number every 4 rounds,
while killing 1 zombie, until the zombies have half their original
number. Then it will simply become a mop-up operation. Isle of Undeath: Pluses and Minuses
Once your party has defeated the last of Daen’s minions, they look Another Brick in the Wall, Pt. 4: +100 xp to each PC if they avoid
back to see: the zone of life detection spell.
Be Vewwy, Vewwy Quiet: +300 xp to each PC if they go through
The island you saw when you arrived has under- the entire complex without raising the alert level to Danger!
gone a radical transformation. The eastern peninsula Danger!
has fallen into the sea. Smoke rises from the center of Snow White Ain’t Got Nothing on Me: +25 xp to each PC if they
the island, the last remnants of the complex that until take the Mirror from Daen’s master suite.
recently had lie beneath it. It looks as though those Eggs, Milk—What am I Forgetting?: -1,000 xp to each PC if they
fail to recover the Bell of Yarash.
GM’s Note: This island is extremely light on magic items and • Although Zaska does not let slights go un-avenged, he does
treasure. There are abundant healing potions and potions of fly and not engage in Retaliation while the PCs are on the island.
cursed weapons on the Skull but no real booty to speak of. If you • The PCs discover The Enemy Within in The Infernal
feel your PCs deserve a better carrot at this point, toss in more Machines section on page 112.
items as you see fit.
the battle itself. If they avoid them, they probably end up in the paranoid visions filled their dreams and the thoughts of vengeance
middle of one (or both) of the two villages. and terror filled their heads when awake. The potions and weapons
were cursed: the former weakened the crews’ will, making
Here, then, is a basic description of the tribes and their home
them more susceptible to suggestions, and the latter made them
bases, which you can tailor to suit the PCs’ actions.
belligerent.
Crawling from the Wreckage Now, little distinguishes these tribes from one another. Both are
feral, covered in decades’ worth of scars and tattoos, and often
The island’s two savage tribes were born of the shipwrecked crews they have bits of bone shoved through their nostrils and ears, or
of two vessels: the Eomer Fitzgerald and the Johnny Basilisk, they sometimes wear an enemy’s ears and or head on their belts.
a sloop. Decades ago, a storm drew both ships through Hell’s Their leaders are simply the biggest, toughest savages in the band,
Triangle, and they were presumed lost (A Profession (sailor) check and they keep an eye out for potential usurpers.
(DC 30) or a successful bardic knowledge check (DC 25) reveals
this fact.) However, the crews were doomed to suffer a crueler There’s something curious about some of the tribesmen, however:
fate… they look alike. Or, rather, they all look like their father—Zoltan
Zaska. Zoltan pressed the kidnapped women into service as
After setting up crude villages on either side of the island (mostly mothers, releasing them from the Skull only when they had passed
from the wreckage of their ships), the crews explored their new childbearing years. The children these women spawned have
home. Little did they realize they were being watched. Zoltan an even stranger fate in store. Zoltan trains the girls to be a new
used his Headstones to ferret out secrets about the two crews, and generation of mothers, and his henchmen train and educate the
he then used the information to pit them against each other. For boys to be to be mirror images of the undead captain. Basically,
example, planting evidence that the villages were stealing from the boys learn to be perfect gentlemen and perfect rogues. And
each other’s food stores. when they are old enough, Zoltan sends the boys into the wild to
fend for themselves.
Soon enough, the crews went to war. They fought savagely
through the jungles, with Zoltan watching their every move Zoltan hopes one of his sons will prove strong and wily enough
through his Headstones. As they crawled back to their respective to break into the skull fortress and battle his way to Zoltan’s
villages, broken and bloody, the lord of the island announced bedchamber. Whereupon Zoltan will know he has finally found a
himself. His flying fortress rose from its hilltop base, appeared to worthy heir—someone worthy of depositing his spirit in, that is.
the retreating armies, and showered them with gifts from its maw:
healing potions pumped from a high-pressure hose and magic So far, none of Zoltan’s sons have made it all the way, but some
swords dropped from a chute. have come close. Mostly, once the boys reach the jungle, they
forget their fancy training and become a member of a tribe. But
The crews realized this floating skull was probably bad news— they can’t forget the strength Zaska wound into their sinews, or
especially when the women of the village began to disappear, the cunning he wove into their heads; the Sons of Zoltan always
returning years later, looking dazed and spent. But it was hard to physically and mentally stand above the shipwrecked crewmen.
see the Skull as completely malevolent when its healing potions And even the least ambitious of them always has one eye on the
and magic swords worked. So the crews availed themselves of plateau at the center of the island—a home that haunts the boys’
the head’s gifts…and started to find it less and less strange that nightmares.
model for the chief. Both villages have a quasi-ceremonial ing.) In any case, it will be tough to break through the visi-
cooking circle in the center, where the Skull delivers the carrot and tors’ lifelong enthrallment to Zoltan Zaska. Charm spells,
stick after battles. Headstones sit on the four compass points of the or some other show of magic or force, are almost a must.
cooking circle; they allow Zoltan to spy on the villagers but do not Trying to sway the villagers without them requires a Bluff
have offensive capabilities. or Intimidate check, with the villagers getting a +7 enhance-
ment bonus to their rolls. The chief is particularly suspi-
Both villages also have a hut in the corner where they keep the
cious, and resentful, of the new arrivals. His first instinct
local unspeakable horror, a captured monster that serves as a kind
is to throw them to the village monster. If the PCs talk him
of judicial champion for the village. In the Eomer Fitzgerald
down, or undermine him in front of his villagers, he plots to
village, an owlbear serves this purpose; in the Johnny Basilisk
kill them in the night—either sending men after them or set-
village, it’s a giant crocodile. Nobody’s beaten them yet…
ting the monster loose while they sleep. (The PCs might try
There’s nothing of value in the huts themselves, just some moldy to counter this by finding and helping some up-and-comer
leaves by way of bedding and some crude bowls and utensils. The who has eyes for the throne.)
chief’s hut is guarded if he is in the village, but there’s really not
● If the PCs took part in the battle, and they fought on the
much to look after except the man himself. Each chief may have
winning side, the winning villagers welcome them into
some salvaged trinkets: broken spyglasses, waterlogged maps, and
their village as conquering heroes. Still, as above, the chief
so forth—but none of them are useful or valuable.
is more than a little resentful and suspicious of these new
Obviously, encounters in the village can shake out any number heroes—and, again, he plots to kill them in the middle
of ways. Here are a few of the most likely scenarios and their of the night, as he doesn’t want any competition. That
probable outcomes. aside, being on the winning side of the battle makes a lot
of things easier for the PCs. They have a much smoother
● If the PCs sneak around the villages during the battle, they time persuading the villagers that the Skull sent them—or,
won’t meet any resistance (except from the local beastie), conversely, that the flying god is a fake.
and they don’t find anything valuable. They discover some
residue of healing potions in the feeding pit and some bones ● If the PCs took part in the battle and found themselves on
outside the village champion’s pit, but that’s about it. the losing side, they either end up licking their wounds in
the losers’ village—where they are still a target of the dis-
● If the PCs sit out the battle and enter the village after it’s gruntled chief, as he blames them for his loss—or they get
over—or if they enter during the battle and the villag- dragged back to the winning village as monster food.
ers return while they’re searching—they could try to pass
themselves off as visitors from the Skull or as rescuers from ● No matter what happens, if the PCs are in the village when
the real world. (In the latter case, as above, they’d better be the Skull dispenses its goodies, the villagers look at them
prepared to cast remove curse and do some heavy parlay- strangely if they do not grab their share of the dropped
+ 1 Longswords of Blood
These +1 longswords must be coated in blood every day, or its bonus fades away (until the longsword is coated again). The
character using this longsword must make a DC 16 Will save every day it is within his possession or become chaotic evil.
GM’s Note: the villagers long ago failed these saving throws, and they are chaotic evil.
Moderate abjuration; CL 8th; Craft Magic Arms and Armor, creator must be at least 9th level and chaotic evil; Price 1,000 gp.
goodies. So they’d better have a good explanation for why If the PCs break down the villagers’ resistance, they can learn the
they’re passing it up! following:
Presumably, the PCs want information from the villagers about ● The crews have been here for many, many years, and the
the flying fortress and the artifact it presumably contains. Unless Skull has protected them for all that time.
the PCs perform some grandiose act of heroism, daring, or
● Zoltan Zaska is the lord of the Skull.
magic—such as wiping out the opposing village in battle, bringing
someone back from the dead, or defeating the village monster— ● Some of the crewmen are Sons of Zoltan. They were born
the locals refuse to talk about the Skull, except to say that it is a and raised on the Skull. They are special. (Just ask a Son of
god, the bringer of life. The chief protects the taboo with particular Zoltan.)
vigor.
● All island’s women are Brides of Zoltan. (In some cases,
daughters, too. But let’s not dwell on that.) They are kept in
the Skull until they can no longer bear children.
● Any former Bride of Zoltan recalls little about her time on
the Skull—just hazy, painful memories of white rooms and
a bedchamber filled with a rotting stink. If asked about her
children, she gets misty and distant.
● The Skull settles on a plateau in the middle of the island.
Terrible demons protect it.
● Artifact? What artifact?
● Full Fathom Who?
● At some point, one older lady asks if the PCs bring any
word of the Twins. If the PCs have been to Black Jenny’s
island, they most likely know what she’s talking about.
If not, the lady fills them in: A squad of gorillas stole a
pair of boy infants; they sailed off with them to one of
the other islands. The PCs can use this for leverage: The
Twins, MacDoall and Haston, are something of a legend
in the villages, and the tribes would do anything to recover
them.
Boorman: 59 hp.
Giant Crocodile: 133 hp.
Konnery: 52 hp.
Owlbear: 112 hp
Sons of Zoltan (15): 38 hp.
Typical Crewmen (10): 34 hp.
Alderton may be a prime specimen, but he can’t really tell the PCs
Planned Encounter: Attack! much about the fortress’ layout or even the surrounding wall. (For
As forces from the other islands would most likely not want to stats, treat him as a Typical Son of Zoltan.)
face both sets of villagers during their daily conflict (see Life
During Wartime on page 100), they wait for the combatants to
head back to their separate encampments before attacking. They
Bringing in the Dead (EL 11)
try to find an opportune moment (night), and then come at the Have the PCs stumble across some bodies left over from the
villagers from all sides at once. Forces, of course, vary according battle (or, if the PCs stick around a village, have some wounded
to which island they originate from: combatants give up the ghost during the night). Then, at an
opportune moment, have a team of Skull-Dugger Haulers arrive
• Isle of Undeath (EL 6): Zombies (8), hp 22; they try to to collect the corpses. Alter the text below as needed.
gang up on one villager, and they drag him back to be
turned into an undead.
From deep in the underbrush you hear a cracking
• Crystal Lake Island (EL 12): Mutant Soldiers (10), hp 21; and tearing of branches—then a heavy metallic
Lt. Jhondal, hp 81. As this is a test of the mutant fighters’ clanking, as if several suits of armor were creaking and
efficiency, they seek to inflict as much damage as pos- wheezing their way through the foliage. As the trees part
sible, and they retreat after losing their leader or half their you see skulls—at least a half-dozen of them, gleaming
number. white with a hint of flame in their hollow sockets,
• Island of the White Gorillas (EL 12): White gorillas (5), set atop eight-foot frames. Skeletons, you realize—
hp 61 hp. The beasts want to take some offerings back to glittering, polished metallic skeletons with reinforcing
their mistress, so they try to snatch a villager or two while plates across their chests and arms that scrape the forest
the others run interference. floor. For hands they have large, flat plates.
Journey to the Plateau The Skull-Dugger Haulers pick up the corpses like flapjacks, and
they carry them up to the plateau, paying no attention to the PCs.
As the PCs make their way to Zoltan’s lair, a few incidents unfold If attacked, they let out a shrill whistle that brings down a squad of
around them. If the PCs forge ahead quickly, the scenes are not four Skull-Dugger Maulers within three rounds. In the meantime,
necessary. But if they’re stuck about what to do next, or if you just the Haulers drop their baggage, and they try to attack the PCs
want to throw them some curves, these episodes bring them further with slap attacks. Alternatively, the PCs could follow the Haulers
into Zoltan’s story and introduce them to some concepts that recur back to base or could even pose as corpses, allowing themselves
throughout the island. be carried to the Processing Plant inside Zoltan’s fortress. (The
Haulers aren’t that smart, so they collect any humanoid that
appears to be dead.) If the PCs take this tack, see the Processing
Angry Young Man (EL 1) Plant description below for details.
As the PCs make their way through the jungle (perhaps
If Alderton is with the PCs, he calls the Skull-Duggers “the long
following the Skull-Dugger Haulers, see Bringing in the
fingers of Zoltan.” He warns the PCs that the creatures are much
Dead), they come upon a figure moving stealthily through the
more dangerous than they look. (Presuming the PCs haven’t
treetops. He is Alderton, a Son of Zoltan, who is heading to the
tangled with the Maulers yet.) Beyond this point, Alderton won’t
fortress to exact revenge on his cruel papa. (Obviously, tailor
have much by way of specifics to tell the PCs—he can point
the encounter to the PCs. If they’re camping in the jungle, for
out what the various automatons are supposed to do, and he can
example, Alderton might sneak up on them in the night and
perhaps fill in some scraps of back story on the inhabitants of the
search their bags for supplies.) Alderton has vague memories of
Skull. But basically, he’s a damage soak.
a boyhood spent in Zoltan’s fortress, being drilled in all manner
of skills—and then abandoned in the wild. “He throws us among Alderton (Typical Son of Zoltan): hp 38.
the savages—us, his own sons! He will pay for his cruelty in Skull-Dugger Haulers (4): hp 53.
blood—if he has any still to give!” Skull-Dugger Maulers (4): hp 86.
Door: Locked, three Open Lock checks (DC 25); Hardness 20, hp
Evil Fences and Evil 70, break DC 40.
Headstones (6): hp 85.
Neighbors (EL 13) Skull-Dugger Haulers (4): hp 53.
Skull-Dugger Maulers (12): hp 86.
The wall itself, which is made of huge bricks of chalky white
stone, stands about 40 feet high and sits 30 feet back from the edge
of the cliff. The wall has no handholds, so the PCs need to use
grappling hooks or spells to reach the top. If the PCs split up to
1. Machine Shop
create a distraction, the Skull-Duggers fan out around the wall as This building contains Zoltan’s manufacturing plant, where he mass-
needed to meet the threat. produces swords, robots, and the sentry stones that guard his island.
The strategy: To pick out the intruders wearing or wielding metal spring off the belts, bounce off piles of rubble, or push against
and launch them toward the ceiling using the Haulers’ powerful Skull-Duggers to free their comrades of the overhead magnets.
hand plates. Two Haulers attack each character fitting the bill. One
If the PCs destroy a Drawler, the Haulers in its area forget all
attempts a trip attack, and if it’s successful, the other Hauler flips
strategy and start slapping the PCs for dear life. They keep at
the character toward the ceiling (if the Hauler succeeds at a melee
it unless another Drawler sets them straight. If the PCs get past
attack, +4 for the target being prone). The magnet then holds the
the Haulers and head for the back of the room, the Haulers and
metal-encrusted/wielding PC fast, some 30 feet above the factory
Drawlers pursue.
floor, unless he succeeds at a Strength check (DC 25) (or removes
or lets go of the metal he’s carrying). If the trip attack fails, the Skull-Dugger Drawlers (5): hp 50.
other Hauler tries to slap the PC. Skull-Dugger Haulers (30): hp 53.
Standing on the conveyor belts requires a Balance, Tumble, or
Dexterity check (DC 17), as does ducking under them quickly b. Furnace and Environs (EL 10)
during combat. PCs with good Tumble scores can find ways to
The conveyor belts feed into a huge, black cast-iron furnace, from
whose top molten liquid bubbles and oozes. Two chutes come
off the side, feeding the melted metal into nearby tables full of
molds—swords, tools and Skull-Dugger components. The same
combination of Haulers and Drawlers works the tables, dumping
the blistering molds into the nearby cooling vats and setting up
empty molds to take their place.
C To run up the side of the furnace—to get the drop on pursuers,
say—PCs must make a Tumble check (DC 20). PCs could also
fight off Skull-Duggers on the lip of the cauldron itself; this gutsy
move requires a Balance check (DC 17) to get one’s feet planted
and another check every time the PC takes a hit. If the PC fails
and falls into the furnace itself (50% chance), give him a Tumble
or Dexterity check (DC 18) to grab hold of the side of the furnace
D B A (and then a Climb check, DC 15, to get out). If the PC fails, he hits
the molten metal, taking 3d10 points of damage every round until
he climbs out (Climb, DC 15). Of course, touching furnace with
exposed skin causes 2d6 points of heat damage, as does standing
on the furnace for more than two rounds.
The Skull-Duggers at the molding tables attack under the same
circumstances as their cousins at the conveyor belts: they won’t do
C anything until the PCs cross, or climb, the tables. In combat, they
attempt trip-and-flip attacks once again—except this time they aim
their victims toward the furnace, not the ceiling. Anyone tossed
into the furnace takes 3d10 points of damage per round until he
or she can climb out (Climb, DC 15), as per the falling situation
above.
The Machine Shop Skull-Dugger Drawlers (5): hp 50.
Skull-Dugger Haulers (30): hp 53.
C B A As with the shredder, the PCs could try disabling the pounders.
Leaping onto one of them and grabbing hold takes a Tumble or
Dexterity check (DC 20). Observant PCs (Spot check, DC 20)
notice something that looks like a panel higher up on a pounder’s
leg. A Climb check (DC 17) and a Disable Device check (DC
25) gets the pounder stopped—but only temporarily. Whoever
D disables the leg realizes that his fix will hold it in place for only
two rounds.
Lifting the grates takes some work. They’re not bolted down,
but they’re heavy—weighing some 800 pounds each—and it
most likely take two or three PCs combined to lift and drag them
(Strength check, DC 30). The PCs can lift a grate out of its slot
and drag it halfway clear in a round; it takes another full round to
pull it safely away from the chute. If the players leave it halfway,
The Alchemical Lab or overlap the grate in any way, when the pounder comes down, it
crushes the exposed section, sending chunks of metal flying like
shrapnel. Anyone within a 50-foot radius must make a Reflex save
The columns are arranged in a square, close enough together and
(DC 20) or take 1d10 points of damage.
coordinated so perfectly that the gaps in one column are always
filled by a blade in an adjacent column. Getting caught in the If the PCs get trapped beneath the pounders and a hard place, they
shredders does 10d10+50 damage. take 10d10+40 smashing damage.
How can the PCs get past it? The PCs quickly discover the knives
can’t be jammed. The blades instantly shred anything they come d. The Cauldrons (EL 9)
in contact with, from stones to shields, and the resulting junk gets Cauldrons where the various potion components are mixed with an
sucked through the grate. Unless the PCs have spells that can arcane “stock” sit at the end of the chutes. The mixture is soupier
counter the vacuum effect or damage the blades, they must disable and fouler, than the potions the PCs are used to—the curses add
the mechanisms themselves. The most direct way: One PC ties a some gaminess to the texture. But the PCs have more to fear than
rope around his waist and anchors it in the airlock, and then makes the ambience. The mixtures are uncomfortably hot, and they’re
his way to the columns and inspects them (Search, DC 25). The swirling to boot. At the bottom of both cauldrons is a large rotor-
PC, if successful, spots a tile screwed to the floor—all the others like mechanism (a blender, basically) that keeps the potions in
are smooth and seamless. One Disable Device check later (DC motion—and starts dragging the players down.
20), the PC is looking down at a switch. Throwing the switch halts
the blades, ending the suction effect. Staying afloat requires a Swim check (DC 20); swimming against
the current requires a Swim check (DC 25). After a failed Swim
The PCs can remove the grating easily (it’s simply screwed in check, PCs get two more chances to surface (Swim check, DC
place). Beyond the grating lies a tube heading downward at a 20); after that, they’re sucked into the blender, taking 4d10+10 in
precipitous angle—and the sound of stamping (Listen check, damage per round until they break free (with a successful Swim
DC 12). check, DC 20). Disabling the blender requires the following: (1)
a Swim check (DC 17) to reach the blender and not be sucked in,
c. Pounders and Sifters (EL 6) (2) a Search check (DC 27) to locate the control box, and (3) a
Disable Device check (DC 23). The blender has a break DC of 27.
As you climb to the end of the tube, the noise If the PCs do fail their Swim checks and get sucked down,
overpowers you—you can’t help but bite down hard interesting things happen. In the healing cauldron, the players
to keep your teeth from shaking. The room you see is inhale a lungful of the stuff and gain back 1d8+1 hit points (and do
large and white; two machines that look like enormous so any other round thereafter when they fail their Swim checks).
metal feet dominate it. These contraptions tirelessly However, they also must save against the effects of the potion’s
rise toward the ceiling—where their “legs” end—and curse. In the flying cauldron, players who get sucked down
immediately begin to rise—and can’t stop. To stop the ascent,
The Infernal Don’t let the PCs know how limited the Haulers are; play up the
image of swords filling the air and rushing toward them at blinding
speed. In addition, be sure to emphasize the setting when staging this
Machines (EL 14) combat. Allow PCs to do things like Tumble (DC 15) up to the vats
above on hanging chains. Or snap the hoses off the big cylinders and
The PCs emerge in the mechanized heart (or, not to mix
spray everyone in sight with potions of fly (Disable Device check, DC
metaphors, sinus) of Zoltan Zaska’s lair. There’s much more
25--or pound them until they break. Or hack through the bellows to
dangerous stuff up top, where Zoltan holds court, but this engine
try to knock down the automatons with gusts of air.
room runs the Skull.
If the players get clear, they face a nasty surprise. Up on the
walkways, directly opposite the ladder, sits another Headstone,
You crawl through the aperture into a large,
which remains pointed at the ladders, waiting for someone to come
high-ceilinged room dominated by two massive metal
up, at which point it lets fly a cone of fire. The only door out of the
cylinders, one along the right wall and one on the left.
engine room is directly behind the Headstone.
Looking up, you see metal walkways lining the wall far
above your head and two large vats suspended among The Headstone is tough to spot (Spot check, DC 30) from the
them. In front of you, racks upon racks of swords are ground, unless the PCs specifically turn around and look up when
set on a series of tracks in the floor. Everything in the they’ve advanced beyond the sword rack. If they state they are
place seems to be clanking loud enough to burst your looking up, change the Spot check to DC 20.
eardrums—undercut with a sinister groaning and
hissing. This final Headstone has the same properties as its cousins
outside, except it can’t turn completely around—it starts off
trained on the ladders, and, if necessary, sweeps from side to side
The two cylinders along the wall—large, ornate, gear-heavy to blast oncoming intruders. But it never spins to face the door.
structures—store thousands of gallons of potions of fly. When
Zaska wants to go for a spin, engines inside the cylinders Here, again, play up the environment. Plenty of chains and pulleys
distribute the potion to massive, wheezing bellows, where it is hang from the ceiling that the PCs could grab (Tumble or Jump
atomized and distributed via hoses to the nozzles on the outside of check, DC 18 to reach; Dexterity check, DC 18 to grab) and use
the craft. to swing across the gap in the center of the room. The PCs might
jump onto the overhead vats (Jump check, DC 18), which hang
The two vats overhead, meanwhile, store the cursed potions of just below the Headstone, and use them as cover while the sentinel
cure light wounds the Skull showers on the townspeople after blasts away.
their battles. The rubber hoses on the underside of the vats retract
when not needed. PCs can get to these tanks from the overhead Bellows: Hardness 5, hp 10, break DC 25.
walkways, which in turn can be reached by a ladder at the back of Cylinders: Hardness 4, hp 10, break DC 21.
the room. Headstone: hp 85.
Skull-Dugger Drawlers (2): hp 50.
The racks of cursed swords have runners and lock onto a track for Skull-Dugger Haulers (6): hp 53.
easy mobility: they can be wheeled forward to rest directly over Skull-Dugger Maulers (3): hp 86.
the sword chute, or pulled back as far as the ladder in the back of
the room. Planned Encounter:
There aren’t any controls, as such, to monitor and control all this The Enemy Within (EL 5)
equipment. Through his artifact pistol, Zoltan keeps track of the
Skull’s various systems and processes more or less unconsciously. Baumann’s Sea Dogs may have been lucky enough to get this
But the crafty ghoul does keep a horde of automatons on hand to far, but they are entirely out of their depth here. Even without
make life interesting for intruders. Three Maulers (Spot check, the PCs’ arrival, they were doomed to be skewered by swords
DC 22) cling to the sides of the overhead vats and six Haulers or toasted by a cone of fire. With the PCs providing a few more
(Spot check, DC 22) wait between the sword racks, directed by targets for the Maulers and the Headstone, however, they may
two Drawlers (Spot check DC 25.) take the opportunity to beat a hasty retreat. Or, they may let their
pirate natures get the best of them, and swashbuckle their way into
The automatons’ battle plan: the Maulers leap onto the PCs as soon oblivion. Either way, the buccaneers only add a level of chaos to
as they walk past the vats, and the Haulers start playing badminton an area already primed with entropy to begin with…
with the cursed swords. Every round, three Haulers toss a handful
of swords into the air, and the other three slap them toward the PCs. Sea Dogs (6): hp 35.
7. Level Four
9. 6.
13.
11. 11.
Level Five
11.
15. 10. 12.
14.
40’ Down to
catacombs
Behind Red Eyes (EL 1) The walkway continues around the room, clockwise, and in one
circuit corkscrews down to the floor of the atrium. Built into the
The corridor extends straight for about 30 feet, and then curves wall along the way are entrances to various chambers that reveal
to the leftsloping gently upward. The corridor, like the rest of the different aspects of Zoltan’s lurid designs.
skull, is smooth white ceramic, with just enough flat space down
the middle of the floor for easy walking. As they walk, from all
sides the PCs can hear the echo of strange, atonal music—the
Born Under a Bad Sign (EL 1)
same kind they heard in the Processing Plant. The music and Along the wall here are semicircular portals, and behind them,
the Skull’s ambient sounds are disconcerting at first but quickly in full view, is a nursery, with cradle upon cradle filled with
enough become background noise. babies. Two Drawlers patrol the aisles, attending to the crying
infants. Just as in the Processing Plant, the automatons seem
After another 100 feet or so, the corridor curves again to the left,
surprisingly gentle with the babies, picking them up and rocking
becoming a walkway.
them to sleep, feeding them milk from a beaker, and adjusting
their covers. Still, the scene is vaguely unsettling. More so if
As the corridor bends, the wall falls away, and you the PCs notice (Spot check, DC 17) the painting of a fetching,
find yourself on a gangplank overlooking a vast atrium dandified pirate hanging on the wall of the room, a pirate who
bathed in crimson light—from the round ruby windows, somehow manages to be roguish and beatific, cradling a child in
The Church of
the Poison Mind (EL 1)
In a domed, red-lit chamber, young men and women sit in rows
before a podium, where a Drawler in white robes stands. At his side
is a fountain; behind him is a fresco of Zoltan Zaska being raised out
of the ocean by a stylized, sanitized Yarash. (Below Zoltan, Yarash
saves four smaller figures in the same way; if the PCs have been to
the other islands, they may recognize the figures as other members
of the Full-Fathom Five. They certainly recognize Ezekiel Carthy.)
The automaton holds forth for the assembly on the general
beneficence and magnificence of Zoltan Zaska, who provides
bounties of food, who keeps those in the Skull in peace and
harmony, and who lets the brutes in the jungle give vent to
their passions but not destroy each other. Zoltan’s general
wonderfulness reaches its apex in the Great Pistol, the relic
the Lord of the Oceans gave to him and which enables him to
maintain his subjects in the lifestyle to which they have become
accustomed. “Someday,” he says to the boys in the audience,
When the PCs do hit the books, there’s one more surprise. In the
Toys in the Attic (EL 15) middle of climbing (four Climb checks, DC 20 each) the books,
new enemies crawl out from between the leaves: a host of 30
The PCs emerge in a nightmare version of a young boy’s room.
bookworms. (If the PCs happen to climb onto the bed, they run
There’s the normal furniture (bed, writing-desk, dresser, bookcase,
into bedbug versions of these critters.)
toy chest) and mess (toys and books scattered on the floor), but
everything is five times normal size. Zoltan taunts the PCs until they reach the window. (“Do you
have the courage to leave all this behind and escape to the wild
The PCs quickly realize they’re not alone. From the far side of the
ocean?”) Outside is a precipitous drop some 100 feet straight
room, a voice booms out a hello. It is another Zoltan clone, sitting
down to a windswept, sea-battered coastline. Amidst the roiling
on the writing-desk by the window (through which the PCs can
waves, a ship pitches against the rocks.
hear waves crashing against rocks and smell salt air).
If the PCs start to climb out the window, once again the Zoltan
“Aha,” the Son of Zoltan announces, “you’ve made it through
clone wishes them ill fortune, as they take a step that he could not.
infancy. But what happens when you start to grow and learn and
He then waves his pistol, holler, “Arkabus!” and vanish.
the world starts to crush you? My parents gave me everything,
but it meant nothing! I was hollow inside! The only thing that The players can lower ropes, spider climb or just plain crawl down
filled me, my only salvation, was the written word—and the lure the side of the castle and cliff to get to the boat, requiring five
of the sea!” Climb checks (DC 20 each). And so begins the next challenge.
Zaska clearly has some issues, but they don’t stay abstract Bedbugs (wingless stirges) (15): hp 5.
for long. To wit, the toys on the floor come to life and begin Bookworms (wingless stirges) (30): hp 5.
attacking the PCs! These include a teddy bear, a set of tin
soldiers (Maulers in “Nutcracker” regalia, carrying sabres and
rifles that do the same damage as their regular weapons) and a
marionette dragon. In addition, when the PCs pass Zoltan’s
bed, his evil security blanket, which droops off the near side
of the covers, comes to life, and it attacks, as well. On his
nighttable, if the PCs venture up there, is a plate of a wobbly
jelly dessert. The whole time, Zoltan sits on the desk, kicking
his legs over the edge and taunting the PCs with observations
about his cruel childhood (“They wanted me to grow up fat
and respectable, just like my father! So they lavished me with
presents! But I spat them back, and took comfort in tales of
fantasy and adventure!”).
This theatrical recitation does serve a purpose: to guide the PCs
toward the exit. Propped next to the writing-desk is a stack of
books that forms a makeshift staircase leading to the windowsill.
And that’s where the PCs need to go to escape the room. (If
they’re not catching on, feed them some hints. Have Zoltan
tell them that they need to do what he did to survive here, and
then have him repeat that he made his escape from stultifying
aristocratic life in books and the sea.)
As always, play up the environment during this section; this is a
giant kid’s room, after all. If the PCs want to run under the bed,
have them stumble over giant coins and huge cookie crumbs
(with gargantuan rats to nibble at them). Or let them hide behind a
massive rubber ball and push it ahead of them, using it as a shield,
and crushing their opponents. They might climb a shoe and jump
inside for protection. Zoltan’s a weird guy, and the room should
reflect that.
At Long Last, Zoltan (EL 4) If the PCs parley, skip to the next paragraph. If the PCs approach
and attack, the Zoltan clone falls and cowers, begging for mercy.
The PCs drop through the hatch and end up the same maze room
where they began. The walls have been taken down, and the
remains of the chuul battle have been cleared away, but the PCs “Look at me!” he says. “The release of death is so
are not alone. A woman lies crumpled in the center of the room. close...and yet...still I cower and cling to what puny life
Carlotta. I have.”
“You’ve found me at last,” Zoltan says. “In life I At which point the PCs face an obvious choice. If they believe Zoltan,
was something to behold. Now look at me! Look at how and they take the pistol, they must abandon Zoltan’s captives to their
death has ravaged me, what kind of a creature it has fate. (You can have Carlotta interject some choice encouragements to
turned me into! Snatching meager amusements from underscore the point—”Don’t listen to him! He’ll kill us all! Destroy
narcotized slaves, like that wretched girl there. Trying to the gun and kill him!”) If they don’t take it, they face the prospect of
create an heir that might remind me of what I once was. killing a creature that’s begging for its life—and then figuring out a
way to de-bug the pistol. (Presuming they believe Zoltan.)
In reality, this is Zoltan’s final test. Will the PCs grab for the easy Zoltan explains that he has been watching the party closely during
money—the pistol—or opt for danger and romance—saving their adventures, and they have made a fine impression on him. If
Carlotta and her fellow slaves? Zoltan sees the choice as the same the PCs can best him in a fair battle, Zoltan proudly meets his fate
one he faced when Francisco’s fleet was destroyed. Stay with and hands over the pistol. To risk everything on a single clash of
the ship and leave behind him a romantic, but uncertain, legacy, blades, what could be more romantic?
or clutch for safety at the cost of his soul? Zoltan hopes to find
But it won’t be a straightforward fight. Zoltan uses the room and
someone who takes the high road that he couldn’t.
his abilities to his fullest advantage, doing wild tumbling moves,
The PCs can pull any number of ploys here. But the results bouncing off the pipe organ, and so on. (Invent any scenery that seems
boil down to this: if the players make a definitive action that fun and appropriate, like staircases and balconies.) He uses the pistol
shows they’re not going to grab the gun, the Zoltan clone says, as appropriate, trying to warp opponent’s weapons, set their arrows
“Arkabus,” and a teleportation circle opens immediately, leading aflame and even turn the very materials of the room against them
to Zoltan’s chambers. If somebody does grab the gun, he must (animating the curtains, etc.). He can perform these feats at will.
make a Fortitude save (DC 25)—or else begin to turn into a
Zoltan genuinely tries to get a rousing fight out of his opponents.
gibbering ghoul over the course of one day. (That’s what happened
The Skull-Duggers stays out of the fight unless the PCs attack
to the Son of Zoltan currently confronting the PCs. Remove
them or the PCs gang up on Zoltan. When Zoltan is reduced to 20
curse or remove disease, vs. an 8th-level caster, will cure the
HP or fewer, he drops his sword and begs for quarter. (And also
player.) Then, as above, the Zaska clone says, “Arkabus,” and a
calls off the Skull-Duggers, if they’re in combat with the PCs.) As
teleportation circle opens leading to Zoltan’s chamber.
the PCs watch, Zoltan begins to shrivel and wither, at last showing
So, what’s different about the two outcomes? What Zoltan does his true, ghoulish face.
when the PCs materialize in his chambers.
“Well played! After the long centuries of decay, I can die knowing
I have met my better!” he says unsteadily, and reaches into his
The Last Waltz (EL 12) pirate coat for the pistol. Whereupon, he staggers up to the PC he
has singled out, and hands him the pistol and dies.
The PCs emerge in a room unlike any they’ve seen inside the
castle—completely black. As their eyes adjust, they realize that The pistol is, in all respects, identical to the huge rotating statue in the
the darkness comes from drapes, heavy velvet ones, strung around atrium—down to the word ARKABUS engraved on the side. If the
the room, covering the naturally gleaming ceramic. Two pieces PCs try to use the artifact to, say, open a teleportation circle or fly the
of furniture dominate the room: a massive four-poster bed, also ship, nothing happens. With any luck, the PCs realize Arkabus is a
curtained, and a mammoth pipe organ, which wheezes out the command word that needs to activate the pistol. If they’re stumped by
weird atonal music that fills the atrium below. this, have one of the Drawlers offer some advice. The Drawler can
also tell them that the gun allows them to command the Skull as they
One Drawler plunks away on the organ, attended by two Haulers, who wish, but as soon as it is removed from the Skull, the ship loses its
turn the pages of the sheet music. Four Maulers stand watch at Zoltan’s powers and become little more than a huge ceramic statue.
bed. A pile of flesh-crackers sits on Zoltan’s nightstand. Shortly after
the PCs arrive, Zoltan leaps from the curtains, looking and acting as The trick? Zaska isn’t dead. Using the mechanical powers the
outlined in his bio above—roguish, handsome, and charming. A young pistol bestows, he has “encoded” his spirit into the weapon’s
Bruce Campbell, say. He’s quaffed a potion of alter self. ornate carvings. This does not show up as a magical effect. As
soon as the chosen PC touches the pistol, he feels a sharp shock,
If the PCs chose correctly during the last test, Zoltan singles out as the encoded spirit imprints itself onto his hand: it looks to all
the PCs who comes the closest to his roguish, piratical ideal and appearances like a burn mark in the shape of the carvings on the
possess his body. Which is to say, he’s looking for PCs who took handle of the pistol. When the command word is spoken, the
a major role in solving the various traps, puzzles, and battles on encoded spirit activates and begins forcing itself into the PC’s
the island and who did so with grace, cunning, and élan. (He only mind. See below for how to play out this scenario.
goes after men, by the way. If no male characters fit the bill, he
settles for the best in the bunch.) If the PCs chose incorrectly during the last test, Zoltan does
essentially the same thing as above but incorporate the curse into
Quarry Elevator
Floor Entrance
To Ahunatum’s
Mine Level 1 Dungeons
Gaping Pit
Cave-In
Dead End
The Mines Lava
Gas Pocket
Fissure
Storage (EL 1)
Just inside the mine entrance is a storage area for mining supplies.
There are picks, shovels, empty barrels, sacks, torches, lanterns,
lantern oil, and so on. There are also barrels of pitch, used to make Mine Level One (EL 1)
torches as needed.
This level of the mine is quiet. Two passageways
The Winch and extend in opposite directions from the elevator landing.
Mining implements are scattered around the corridor
Elevator (EL 1) but these tunnels seem to be unused.
In truth, this level of the mine is tapped out, but the PCs
Deeper inside the mine, you find a block-and-tackle shouldn’t be able to guess that. Any dwarf character can make an
setup over a large shaft. There is a crank and winch Intelligence check (DC 18) to note this. Other appropriate checks
assembly attached to a spool of rope, which extends include: Knowledge (architecture and engineering) (DC 18) or
down into the darkness of the mineshaft. Profession (miner) (DC 20). Successful rolls also reveals the mine
is unsafe. The timbers holding up the ceiling are shaky, the airflow
This is a crude mine elevator, leading down to Mine Level One is bad, and the walls have suspicious stress fractures.
and Two. A team of miners operates the crank. The miners carry The corridors are 5-10 feet wide and no more than six feet high.
bullseye lanterns and use a system of lantern flashes to signal the Tall characters have to duck to avoid the ceiling timbers, and any
elevator operators to raise or lower the elevator. The mineshaft gorillas pursuing them must drop to all fours.
drops 150 feet down to Mine Level One and a further 150 feet to
Mine Level Two.
The elevator can hold four Medium humanoids at a time, requiring Events on Mine Level One
two people to operate the crank. A clutch mechanism prevents the
elevator from falling free. Two people need to stay behind and Gas Pocket (EL 1)
crank, while the rest of the party rides. Otherwise, the party can
recruit a few miners to turn the crank. It is perfectly safe but slow, There is a section of corridor has trapped a pocket of gas. A Spot
and pursued adventurers need to find a faster way down. Sliding check (DC 20, +2 circumstance bonus for dwarf characters)
down the rope is an option. Disabling the clutch is another. But allows PCs to either smell it or notice the funny blue cap to any
how do you stop? Clever PCs can certainly come up with others. flame they carry. If the PCs aren’t carrying any fire source, use
But remember: it’s a long way down…. the suffocation rules (see Chapter 8: Glossary in the DMG). If
they have lanterns or torches and fail the Spot check—or note
Human Workers (10): hp 3 it but don’t run—the gas ignites a round later, causing 6d6 in
Jungle Fever
Dense, impassible jungle covers much of the island. A party of adventurers can only move 10 feet per round through the
undergrowth and less than 5 miles per day of normal travel.
For every hour of travel, there is a 10% chance of encountering a jungle inhabitant from the following list. If an encounter
occurs, decide the appropriate number of creatures based on the challenge rating you want to use. See the MM for full stats.
● Swarm of stirges: CR ½, hp 5
● Assassin vine: CR 3, hp 30
● Pit Trap, constructed by a goblin hunting party. 20-feet deep (2d6 points of damage) Avoid: Reflex save (DC 20), Find:
Search (DC 21), Disable: Disable Device (DC 20). There is a 20% chance that the trap has already caught something.
● Dinosaur, Deinonychus (Velociraptor), CR 3, hp 34
● Girallon, CR 6, hp 58
● Tendriculous, CR 6, hp 94. The Tendriculous will appear to be a small hillock in the center of a jungle clearing.
● Net Trap, a big net hanging from a tree, activated by a snare on the ground; also constructed by a goblin hunting party.
Avoid: Reflex save (DC 25), Find: Search (DC 15), Disable: Disable Device (DC 18).
● Megaraptor, CR 6, hp 79
● Dire Tiger, CR 8, hp 120
● A Goblin hunting party (5-8 Goblins), CR ¼, hp 5. If the PCs don’t attack the goblins immediately, they have a chance of
befriending the goblins and being led back to the Goblin Village to meet Crud, the goblin shaman.
● A party of white gorillas, CR 8, hp 61. The white gorillas attempt to capture the PCs alive, making subdual attacks and
using nets to entangle them. They flee if outmatched, moving through the jungle trees much more quickly than the PCs can.
gong to alert the village, and then (if the situation warrants) begin sized) with logs underneath it; if the PCs decide to battle the
raining spears down on the interlopers. There’s a supply of 30 on goblins, and fare badly, they end up in here. Or perhaps in…
the platform.
To the gorillas and their vampire mistress, who are kept unawares
by Crud’s magic, the tower looks like nothing more than a stand
The Wicker Man
of trees, and the clang of the village’s alarm sounds like the caw A 20-foot-high figure made of wood and bound with vines towers
of startled birds. Climbing the tower is nearly impossible for any over the village square. This wicker man is the central icon in
creature larger than Small size; there are no ladders as such, just a the goblins’ spiritual life. It is their crude representation of Yig,
network of crisscrossing bamboo poles lashed together with rope, the Father of Serpents, and of the renewing powers of nature.
and the gaps in the wood are just large enough for a goblin to The goblins demonstrate the deep meaningfulness of this statue
squeeze through. by placing living creatures in it—usually unwary gorillas—then
setting it ablaze as the goblins dance around it pounding on drums.
The Fire Pit main defense force comes from this building. Inside, the PCs find a
clean, well-lit room with simple bamboo furniture and more animal
The village proper consists of several huts situated around a large heads mounted on plaques. A crude still thumps away in one corner
cooking pit, which serves as the goblins’ central meeting place. of the room, producing a strong but potable goblin gin, and bowls
Depending on when the PCs show up, the pit may contain the of nuts and dried fruit sit near every piece of furniture. If the PCs
remains of a large meal or ceremonial pyre. At all times, though, decide to use the village as a home base, the goblins put them up
the centerpiece of the pit is a huge black cauldron (missionary- here. Skrunk spends most of his time here.
5 5 5
4 5
3 5
5
5 6
1. Gate
2. Outpost 3
5 5
3. Inns
4. Market 7
5. Obelisks
5
6. Plaza
7. Pyramid 5 3
The Pyramid is the locus of Ahunatum’s power. Ahunatum Ahunatum’s Locus of Power do not attempt to subdue the PCs;
designed the structure to enhance the power of the hook they try to kill them.
of Yarash. All of Ahunatum’s arcane research focuses on
improving and refining the Ritual. Ahunatum keeps the complex White Gorillas (2): hp 61
architectural plans for it in her Inner Sanctum. The Pyramid is a
work in progress, and the wretched inhabitants of Gorilla Island
who are not held in the blood pens mine the Quarry for more
Entrance Hall (EL 1)
stone to extend and expand the network of Obelisks.
Once inside the Pyramid’s entrance, you descend
Ahunatum has been at work on the ritual for more than a century,
a flight of stairs, which open into an antechamber.
using her rudimentary arcane and alchemical knowledge. She
The walls are decorated with ornate carvings and
has arrived at her results mainly through trial and error. She is
pictograms, depicting a gorilla army, led by a majestic
extremely patient, in her way, and has had all the time in the
human woman, subjugating crowds of cowering
world.
humans dressed in rags. The carvings are inlaid with
The Ritual Chamber and Ahunatum’s Inner Sanctum lie at the precious gems from top to bottom. The room has
top of the Pyramid. The PCs have to enter from the bottom and two exits. The ornate carvings continue along both
work their way up, as there is no entrance from the outside. corridors.
Ahunatum renders judgment on prisoners and gives audience to Twins, MacDoall and Haston: hp 9
visiting dignitaries here—if there were any visiting dignitaries,
that is. The gorillas bring any PC prisoners to this room. The
flickering brazier-light makes it nearly impossible to notice that Ritual Chamber (EL 1)
Ahunatum is anything but human.
You enter a pyramid-shaped room lit with torches.
The Twins’ Quarters (EL 2) An exquisitely carved ivory throne covered with velvet
cushions sits in the center of the room. Surrounding this
sumptuous seat, and covering most of the floor, is an
Unlike the rest of the Pyramid’s interior, the walls of exact miniature model of the island’s surface.
these sparsely decorated apartments are made of plain,
uncarved stone. A bed, large enough for two, dominates The arcane energies from the Obelisks and Pyramid are focused
lies within. on this room. When Ahunatum enters this room and wields the
hook, the power of the structures course through her and into the
This room houses Ahunatum prize prisoners: the Twins. hook—and then spreads into the minds of the island’s inhabitants,
Ahunatum’s gorillas snatched the identical boys from Zoltan maintaining her hold over them.
Zaska’s island when they were mere infants. They were Zoltan’s The map of the island, of course, is lacking in one detail, as PCs
best hope for a surrogate (plus a backup!), and it pleases who have visited the goblins may note: The goblins’ village is
Ahunatum to have interfered with Zoltan’s plans. For his part, marked as a network of swamps and overgrown vegetation.
Zoltan hopes to regain the boys someday, but since they haven’t
12 7
5 11
To Hidden Lagoon
Behind Bars
If the PCs have allowed themselves to be captured by the gorillas, or are actually overwhelmed by them, the vampire certainly
wants to interrogate them. If the prospect seems like fun to you, feel free to toss more apes at the PCs until resistance
seems like a bad idea. This also gives the PCs a chance to exploit their knowledge of the Full-Fathom Five in manipulating
Ahunatum. For example, if the PCs mention they knew Ezekiel Carthy, Ahunatum reveals her last remaining shred of
humanity; she hates Carthy for his betrayal, but some part of her still loves him. She may even soften enough to offer the PCs
a deal. A particularly charming PC may entice Ahunatum into revealing some of her plans this way. Mentioning Zoltan in the
right light has the same effect. The PCs might also run into the Twins during imprisonment. Through prodigious use of social
skills, such as Bluff and Diplomacy, the PCs may convince the brother to help them escape.
GM’s Note: If Ahunatum or her guards capture the PCs, the queen takes possession of any recovered artifacts they carry; she
then makes a beeline for Hell’s Triangle.
The Ritual
The PCs might come upon, and attack, Ahunatum as she performs her domination ceremony. In this case, she turns the full
force of her gorillas and humans upon the PCs, as she watches from the Pyramid. If the PCs overwhelm her troops, or turn
them against her, she tries to dominate the PCs with the special powers of her hook; she then retreats to the dungeon and
eventually to the Hidden Lagoon. She then attempts to escape the island with the formidable King Gazzera’s assistance (see
page 145).
Wandering Monsters
d20 roll Monster
01-04 Shriekers & Violet Fungus
05-09 Phantom Fungus
10-14 Band of 3 Salamanders
15-18 Fire Elemental
19-20 A band of 10-12 Azers, or Dwarves from the
Elemental Plane of Fire. This band of Azers
came through the same volcanic rift as the
other fire-based creatures in this area. They
are peaceful, but they will defend themselves
if attacked by overenthusiastic PCs. The
Azers have set up a parallel mining operation
here in the deepest parts of the volcano. Like
most dwarves, they are intent on digging
for precious gems. So far, Ahunatum has
not noticed their small operation. When
Gaping Pit A successful Spot check (DC 25) reveals a ledge and exit from
The gorillas dump the blood-drained corpses here after Ahunatum the cave on the other side of the room, across 100 feet of seething
finishes with them. A lava pool rests at the bottom of this pit (see molten lava. A number of shaky looking rocks float in the blinding
The Climb on the next page). The lava pool dissolves all waste magma.
disposed within it. To continue their trek, the PCs have to cross the river, either by
magic or by hopping from one floating chunk of rock to another.
Lava Caves The river pushes the rocks along by 20 ft. at the start of every
round, eventually driving them over the lava falls at the end of the
Subterranean caverns, coursing with rivers of molten rock, riddle cavern. The pattern of rocks shown in the map below recurs as
the deepest parts of the White Gorilla Island. No one who has rocks drop off the map and new rocks enter.
Warrior Mutants (5): hp 35 A brief description of each numbered area on the village map
follows:
mutants show them great respect, for without them, the Lake
People would destroy their homes.
Chief: hp 45
Warrior Mutants (50): hp 35
I Thought We Would
Never See Him Again
If the heroes have saved the ape mutant from the Lake People’s
Stone of the Heavens, the sacred artifact of Mutos, holds the key hunting party (see page 153) or Garros from the holding pen in
to Moab’s survival. Ararog pleads with the heroes to retrieve the the Lake People village (see page 154), the mutants welcome the
stone and bring it back to the village so it can be where it belongs PCs into their village with open arms. Ararog calls a gathering
among the children of Mutos. around the Great Tree, and the heroes get to meet the Chief. Even
though they have saved one of his people, the Chief remains wary
Ararog: hp 20
of the heroes, for the Lake People have tried to send spies among
them before. The PCs need to win him over through diplomacy
4. Herb Masters and honesty as he converses with them about their presence here.
This tree is the home of the herb masters Golan and Glora. During this time, Ararog, the priest of Mutos, casts detect evil
These two gnome mutants have learned to mix and brew the on the heroes to discover their intentions. If the Chief senses
various herbs and plants found in the forests into a wide range of any lying or evil in them (Sense Motive check) he does not tell
useful salves and potions. They rely on each other because their them about the secret caves, and he politely asks them to leave. If
mutations have made Golan blind and Glora fingerless. Glora tells necessary, he resorts to force to expel an unwanted group from the
Golan what to do and acts as his eyes, while Golan manipulates village.
the ingredients. It is a great partnership. They have created Ararog: hp 20
mixtures that mimic the following divine and arcane spells. Please Chief: hp 45
note that all of these items are caster level 6.
• Cure light wounds I Need Proof of Your Intentions
• Cure moderate wounds
The heroes may come upon the mutant village before encountering
• Neutralize Poison
anyone else on the island. If they converse their way into the
• Cat’s Grace
village, the mutants immediately take them to the Chief. He
• Bull Strength
scrutinizes them, and if they seem trustworthy, he makes them an
• Haste
offer. The Lake People have captured a mutant named Garros. If
• Barkskin
the heroes can rescue him unharmed, the Chief will help them in
As per the high priest Ararog, the gnome herbalists offer their their quest to stop Moab. The shaman, Ararog, knows a great deal
items to the heroes depending on their relationship with the about the Lake People’s settlement, so the Chief directs the heroes
mutants. They also accept food, herbal ingredients, or magical to speak to him about the details if they agree to his offer.
items in exchange for their mixtures.
Ararog: hp 20
Glora: hp 9 Chief: hp 45
Golan: hp 9 Warrior Mutants (10 in the group; 50 in the village): hp 35
As the heroes make their way through the cliffs and rocks, they The Lake People view the mutants as beings who have somehow
hear a rumbling noise from above, followed by a few small stones failed to please their god. These abominations must be purged
that bounce off the path around them. Suddenly, a mass of large from this world. The Lake People send out raiding parties twice
rocks comes tumbling down the cliff, heading right for the heroes! a year to hunt the mutants down in the forests like animals. They
They must scramble out of the way (Reflex save, DC 15) or be call these raids the Great Cleansing, and when they hunt, they
crushed under the falling avalanche. A PC that states he is moving show no mercy. Frequently, their priests rally the Lake People
away immediately after hearing the rumbling noise and the falling to attack the mutant village to satisfy their fanatical devotion
rocks receives a +2 circumstance bonus to the save. Failing to Moab. Because of this, the two groups have not joined
characters take 8d6 points of damage. together to throw off Moab’s yoke and put an end to his heinous
experiments—of course, the Lake People do not think Moab has
done anything wrong.
Kill the Mutant? (EL 8) The priests control the settlement and rule over the Lake People
A few miles from the Lake People’s settlement, the heroes come in a rigid theocracy. They have convinced their subjects that their
upon a strange scene. A group of five hunters dressed in leather sole purpose in life is to aspire to be chosen by Moab to join
armor and armed with bows appear to be hunting down a strange- his host of warriors. If they are pure of mind and body, they can
looking creature. The creature runs on two legs, but uses its long become his champions when he takes over the world.
arms like an ape; it does not have any fur. Several arrows protrude
from its large body. As the creature turns its head, the heroes realize The people here are not very intelligent, and they speak in
its face is human! If the heroes help to hunt the ape mutant with monotones, like automatons. It may be that the small population
the Lake People, they welcome the heroes back to their settlement here, as well as Moab’s sacrifices, has caused inbreeding and
to meet the Priestess Gabriella. If they intercede on the mutant’s genetic defects. It is also possible that the power of the Stone of
behalf, the Lake People try to convince them the abomination must the Heavens has affected them. Whatever the reason, the Lake
be slain. If the heroes attack, the Lake People flee after taking only People do not do much thinking on their own. They do what the
one casualty. The mutant cannot speak, but he tries to motion for the priests tell them to do. Their leader is the high priestess Gabriella
heroes to follow him. He wants to take them to the mutant village. (See the High Priestess Gabriella sidebar on page 154 for more
Captured Lake People can be questioned. They know that their details).
god is in the lake and that he takes worthy people there to become
soldiers in his army. They also tell the heroes to speak to the wise
Gabriella, their priestess, if they want to learn more.
Lake People Settlement
A 10-foot-high, one-foot-thick stone wall quarried from the
Ape Mutant: hp 52
nearby hills surrounds the Lake People’s settlement. A brief
Lake People Hunters (5): hp 52
description of each numbered area on the settlement map is
Priestess Gabriella: hp 63
provided below.
3. Temple of Moab
At over 60 feet in height, this domed building is the tallest in
the settlement by far. The dome alone accounts for 30 feet of its
height. A long staircase at the front of the temple leads down to
the shores of the lake and to the ceremonial altar on a pier (Area
8: Altar of Sacrifices). Gabriella, the high priestess, lives in the
temple. When the heroes arrive in the settlement, the Lake People
bring them here to meet with her.
Encounters with dinner with all six of her priests. At dinner, she cordially asks
why the heroes have come to this island. Later, she tells them
how she hates the mutants because their disfiguration shows they
the Lake People failed to serve Moab. She tells them that a sacrifice is taking place
The heroes might have any of the following encounters with the tomorrow, and that she would be honored if the heroes attended,
Lake People. for the great Moab might be honored by their actions and choose
them to serve him. By sacrifice, she means that a number of the
Lake People will be taken to the platform near the water’s edge
Welcome! Please and thrown into the lake as an offering to Moab. She really does
not know the specifics about what happens to the chosen, only that
Come to Dinner (EL 12) the unworthy return as horribly misshapen mutants. If the heroes
If the heroes have helped a raiding party kill a mutant, the decline, she signals for them to be served a special wine laced
Lake People take them to the temple to meet the High Priestess with poison. Anyone drinking the wine has to make a Fortitude
Gabriella. She thanks them for their help and invites them to a save (DC 20) or fall unconscious. When awakened, they find
prey to enter the chamber, and then move out silently from their
4. The Deep Shaft lairs in the porous rocks.
Large Vipers (10): hp 13
As you enter this cavern, a welcome rush of fresh air
strikes your faces. It is comes from a five-foot-diameter
hole near the back wall of the room. 6. The Underground River
The shaft in this room is the long tunnel that the Chief described The fast-moving waters of a 15-foot-wide underground
to the heroes when he told them the story of his escape from the river block your path ahead. On the other side, you see a
Sunken Fortress’ dungeons. It descends 100 feet straight down to 20-foot-wide passage that narrows into darkness.
Area 5.
The heroes can try to climb down the shaft on a successful Climb The underground river is 20 feet deep, and it is rich with fish that
check (DC 25). the hydra feeds on. The heroes have to find a way across the river
to get to the cavern beyond. The waters move so quickly that a
Swim check (DC 20) is required to get across.
5. Snake Pit (EL 4)
The current moves toward the southeast, so anyone failing the Swim
check travels in that direction. Swimming against the current takes a
Reaching the bottom of the shaft, you find yourselves
successful Swim check (DC 25). A fallen character who can see may
10 feet above the floor of a rough-hewn chamber. Small
attempt to grab on to a ledge (Area 7 on the map) with a Strength
animal bones line the ground below. You see a low, two-
check (DC 15). A fallen character that cannot grab onto the ledge
foot-wide passage on the opposite end of the room. The
will continue to be carried away down the river by the current for
walls are made from porous rock, with many round holes
another 100 feet to a waterfall and certain death unless they can make
scattered throughout.
a Strength check (DC 15) to hang onto rocks protruding from the
riverbed. If the heroes make a lot of noise getting across the river,
Ten large vipers live in this chamber. They feed on the rats that they alert the hydra to their presence.
fall down the shaft from the warrens above. They wait for their
9-Headed Pyro Hydra: hp 97
8. Collapsed Passage
The passage beyond the hydra’s lair has collapsed,
making it difficult to continue on in this direction.
A 10-foot-thick, 15-foot high, 160-foot-square wall surrounds the
This is the passage the Chief described to the heroes. They can dig fortress. The sphere of force begins five feet from the walls and
through by hand to Area 6 in Dungeon Level One of the Sunken extends 50 feet above the lakebed. The tower at the center of the
Fortress. Doing so takes three hours. fortress was once over 50 feet tall but the upper two floors have
partially collapsed, leaving only two floors intact. If the heroes
approach from above, the fall is 20 feet to the top of the tower.
The Sunken Fortress No guards patrol the fortress, since Moab believes the stronghold is
Moab found this ancient fortress and tower when he first came impenetrable. However, if Moab’s men spot the PCs, they raise the
to the island. After locating the Stone of the Heavens within alarm. Moab then uses the spyglass and his imp to spy on the PCs
its dungeons, he used some of its magical energy to create an and direct his lieutenants and soldiers against them. Moab surrounds
immense sphere of force around the entire structure. Vents of gas himself with two groups of 10 mutants within five rounds at the
along the lakebed supply the fortress with air. With the sphere sound of the alarm. The groups attempt to approach the PCs from
in place, Moab and his men have created a nearly impregnable opposite directions and flank them. Additional groups arrive every
fortress beneath the waters of the lake. 10 rounds thereafter, until the PCs break their way through the lines
The sphere of force is a powerful wall of force surrounding the or are subdued. Moab tries to capture the PCs and attempts to draw
fortress. It can only be completely removed by the destruction of them to his side, rather than kill them outright.
the Stone of the Heavens within the fortress. Disintegrate, a rod of
cancellation, and a sphere of annihilation only create a man-sized Planned Encounter:
hole in the wall that seals itself within two rounds. Although the
heroes may use a hole created in this way to get past the barrier, Retaliation (EL 12)
the magic protecting the fortress does not allow water to pass
Even if your group has been through this encounter on another
through an opening of this size. Dimension door and teleport
island, you may want to run it here if they are at a loss for clues
spells operate normally to bypass the sphere.
about how to get into the fortress. As the PCs stand at the edge
The heroes have three possible entries into the Sunken Fortress. of the lake, they notice a group of 11 soldiers emerging from the
The first is to force a hole into the sphere, as described above. The water. Oddly, they are both armed and armored, which makes their
second is the secret underground caves known only to the Chief of emergence from the depths even more mystifying. Moab’s lieutenant,
the mutants (See the description of the underground caves within Jhondal (if he has not previously been killed) leads these 10 mutant
the Caverns of the Hydra section on page 157). The third way soldiers, who are out for a little payback.
to enter the fortress is to become a sacrifice, willingly or not, to
If the PCs don’t take cover, the mutants spot them and attempt to
Moab (See the sidebar on Gabriella the priestess on page 154 and
question them. Otherwise, Jhondal leads his soldiers to the village
the Lake People encounters section on page 155 for details).
for a little worship and then goes out to sea.
These four towers were once used to survey the area around the 6-7. Mess Halls (EL 1-8,
fortress. They consist of a ground floor, a first floor, and a roof
level. Moab’s leaders use the towers to survey the drilling of his depending on soldiers present)
army from above. During the day, on a d20 roll of 14+ a soldier
and a sergeant stand in the second floor of one of these towers Long tables with benches from end to end fill this
overlooking the drills. room. Bits of food litter the floor and a few tankards and
Mutant Sergeant: hp 31 plates still sit on some of the tables. You see a door just
Mutant Soldier: hp 21 inside the room.
3. Barracks (EL 20) If the heroes enter this room during breakfast, lunch, or dinner, they
obviously encounter soldiers eating. The noise the soldiers make
while eating is clearly discernible from the hallway and requires no
This 10-foot-high, 20-feet-wide, 60-feet-long building
Listen check. During all other times, the PCs find these rooms empty
houses soldiers. It has a door on the short side. Inside,
85% of the time (1d6 soldiers may be snacking here at odd hours).
the building contains rows of cots, stacked four high, on
both walls. In one corner is a curtained-off area that, Mutant Soldier: hp 21
from the smell, must obviously be a latrine.
8. Kitchen (EL 8)
These three buildings house Moab’s mutant soldiers. Each billet holds
about 200 hundred men. The quarters are very crammed, as Moab This 20-by-15-foot room appears to be a kitchen.
has nearly completed assembling his army. The soldiers return here at Cupboards and shelves line the walls and a stove rests in
night to rest after drilling for most of the day in the courtyard. They the southeast corner of the room. A butcher’s block sits in
post no guards, as they believe they have nothing to fear here. the center of the room with a meat cleaver buried in it. A
Mutant Soldier: hp 21 staircase leads down in the northeast corner of the room.
4. Main Tower This kitchen supplies food for the hungry soldiers in the mess
halls in Area 6 and Area 7. During the day and early evening, five
cooks prepare food here, which they bring up from the larders
An 80-foot-diameter tower dominates the center of
below. They each have a third arm protruding from their chest that
the courtyard. It once stood over 50 feet high, but the
they use to help prepare the food—the extra appendage helps bash
roof appears to have collapsed into the top floor. Arrow
enemies, too. If the PCs encounter the cooks, one of them tries to
slits are cut into the walls up to 20 feet off the ground;
escape below to warn Moab. During other times, there is a 15%
a few windows look out over the courtyard. The double
chance a lone soldier is here trying to find a bite to eat.
doors before you are made of gold and have a beautiful
bas-relief of a sea serpent carved upon them. Mutant Cooks (5): hp 16
Mutant Soldier: hp 21
This 15-foot-square room has an exit in the center of each After scraping open this door, you see a large room
of its four walls, each blocked by an iron portcullis. Two beyond filled with rubble. The passage beyond has
guards sit at table in the center of the room playing cards. collapsed and looks impassable.
These men have been chosen as guards due to their unique The rubble extends for about 20 feet. It takes about three hours for
mutation. They literally have eyes in the back of their heads! They the heroes to dig their way through the rubble to the caves in the
cannot be flanked, and they gain a +2 to all Spot checks. Caverns of the Hydra section on page 157.
If the guards have come to investigate the sounds of combat If the heroes have come from the caverns, they have to break
earlier, they won’t be in this room. The men here have become down the door into the prison. If they break down the door,
somewhat complacent, as there has not been any trouble for many the two guards in Area 4 (if not already encountered) come to
years. They mainly make sure that none of the soldiers or men investigate.
from the upper levels wander around down here in the dungeons.
Door: Strong wooden; Hardness 5; hp 20; break DC 25
If the guards detect the heroes, one of them runs to summon help
from the guards in Area 8 and the torturers in Area 9. The other
tries to shoot the heroes with his repeating crossbow. When help 7. Preparation Chamber (EL 7)
arrives, one of the guards heads below to warn Moab.
A bank of four levers (marked with an X on the map) on the floor The smell of decayed flesh assaults your nostrils as
near the guard table controls each portcullis. you enter this rectangular, 15-by-30-foot room. Two
doors rest in the center of the east and west walls.
Mutant Guards (2): hp 60 Four stone slabs, stained with dried blood and bits of
decaying flesh, sit in each corner of the room. A channel
5. Prison Block dug into the stone of the chamber floor funnels the blood
from each of the tables toward the center of the far wall.
It disappears into a hole there beneath a carving of five
This corridor is lined with doors spaced every five skulls. Along the walls are various wicked instruments
feet or so. Each door has a small, barred window in it. of torture that must have been used on the prisoners
Farther down the hall, the corridor turns to the left. unlucky enough to be placed on the tables.
Moab and his evil derro torturers use this room to “prepare” the
prisoners for the mutation ritual. They are tortured to see which 10. Blood Temple
of them are the strongest and hardiest. They subject the survivors
to the power of the mutation stone, whereupon, they likely
of Yarash (EL 11)
become members of the mutant army—if Moab approves of their
mutations. The secret door opens into a five-foot passage that
ends in a circular chamber that is 20 feet in diameter.
There is a 40% chance that two Derro torturers are here
The channel of blood carved into the floor continues
administering to an unhappy victim who has recently expired. They
through the center of the room, ending at an altar
call for help from their comrades in Area 9 and the guards in Area 8.
located against the far wall. On top of the altar is a
The blood of the victims flows through the hole in the wall into the basin filled with blood. On the wall above the altar is the
temple of Yarash located in Area 10. Pressing the topmost skull in symbol of the five skulls that you have come to know so
the carving above the hole opens the secret door. well. Long, low tables sit near the east and west walls.
Each is covered with a variety of sparkling gems.
Derro Torturer (2): hp 61
Secret Door: Search (DC 25); strong wooden; Hardness 5; hp 20;
break DC 25 This room is used to appease Yarash’s blood lust. Every day, the
cleric Marissa performs rituals here with the blood of the torturers’
victims. This is a truly evil place. Anyone of good alignment
8. Guard Barracks (EL 9) stepping within 10 feet of the altar causes the devil guardian of the
temple to gate in to defend this sanctuary of evil. This is a Pain
A short five-foot hallway leads into a 10-foot-wide Mistress from Hell. She fights to the death.
by 20-foot-long room containing three bunk beds. Two
In total, there are 200 gems on each table with a total value of
weapon racks filled with spears, longswords, and maces
7,000 gp for the lot.
flank the hallway.
Pain Mistress: hp 95
This room houses the six dungeon guards. When they are not on
duty in Area 4, they are found here resting or sleeping. There is 11. Smithy (EL 9)
nothing of value here besides the weapons.
The sound of a hammer meeting an anvil can be clearly heard
Mutant Guards (4): hp 60 from beyond this door.
9. Torturers (EL 9) A blast of hot air greets you as you enter this 20-foot-
square room. Two anvils sit in the center of the room, and
a large forge is located in the northwest corner with raw
A five-foot hallway opens onto a rectangular room
materials nearby. A rack of weapons in various stages
that is 20 feet long by 10 feet wide. There are two beds
of production lies against the east wall. Your attention is
against the north and south walls of the room and a desk
immediately drawn, however, to the blacksmith working
opposite the door.
in the center of the room. It is an enormous creature, with
two heads, four arms, and four legs! It is simultaneously
This room houses the four derro tasked with torturing the prisoners hammering pieces of steel on both anvils. It looks up from
to find those that are worthy for the ritual. They fight the heroes its labors and stares at you for a second. Then, it picks up
but call out for help from the guards in Area 8. a hammer in each of its remaining two hands and bellows
in a deep voice, “I will crush the intruders. Feel the pain
The desk is stacked high with many books with handwritten of my mighty hammers!”
pages. Each describes various tortures inflicted upon unhappy
prisoners. Each one has a simple check or an x marked next to the
entry. There appear to be many more x marks than checks. On a The Forger, as Moab calls him, is a freak mutation that has learned
successful Search check (DC 25), the heroes notice the following to become a very effective blacksmith, as well as a powerful
words written next to one of the entries marked with an x: “At opponent in combat.
least his blood will serve Yarash.” There is nothing else of value in
A successful Search check (DC 20) reveals a magical weapon, a
the room.
+3 longsword, among the unfinished items on the rack.
Derro Torturers (4): hp 61
Forger: hp 110
The wizard Gaspar uses this room to brew potions for Moab
and his army. There are no completed potions here as they are
stored in Area 13. The shelves on the wall contain all manner of
components useful in the creation of potions. The book on the
table is a treatise on alchemy. Anyone with the Craft (Alchemy)
skill that reads the book and makes a successful Intelligence check
(DC 25) gains a permanent +1 bonus on all future Craft (Alchemy)
checks. The book is worth 10,000 gp.
Gaspar: hp 31
Shadow (Gaspar’s Familiar): hp 15
The spot marked with X on the map represents the area covered A spellcaster has a 50% chance of finding any spell component
by an alarm spell cast by Moab to warn him if anyone enters the needed here.
room without his permission.
Clay Golem: hp 90
The stone in the center of the room is the magical meteoric rock Gaspar: hp 31
known as the Stone of the Heavens that Moab has been using to Shadow (Gaspar’s Familiar): hp 15
mutate his army (See the sidebar above for more information on
the stone).
The stone cannot be destroyed by normal means. If destroyed,
however, the protective sphere of force keeping the lake above
at bay disappears. The stone can be destroyed with the universal
solvent from Area 13 above or a disintegration or limited wish spell.
badly for him, he uses the Stone of the Heavens to summon the
21. The Chamber of the devil to aid him (a full-round action). Moab then realizes the
magnitude of his own folly, as the creature attacks him!
Summoning Portal (EL 15)
The devil is no friend of the heroes. Once he is done with Moab,
he turns his attention on them. The creature can be destroyed in
This large room is 35 feet square and over 20 feet
the normal way by killing him or banishing him back to his own
in height. Two features dominate it: a large carving in
plane. The heroes may also attempt to destroy the Stone of the
the center of the floor depicting the symbol of the Full-
Heavens. This dispels the magic within the portal, sucking the
Fathom Five and a 10-foot-tall circular portal against
devil back through to his home plane, leaving only a mundane,
the north wall of the room made out of the purest silver.
plain, silver, disc. As mentioned earlier, this can only be
It pulses with an orange light and throbs with energy
accomplished by disintegrate, limited wish, or using the universal
that can be felt as soon as you enter the room. The
solvent found in Area 13 the treasure room.
east and west walls are covered with murals depicting
Moab’s army traveling through the portal and moving on
to destroy Freeport.
How Long Can you Tread Water?
Now the heroes have an even bigger problem. Destroying the
Stone of the Heavens causes the sphere of force holding the waters
This is the portal that Moab plans to use to transport his army to
of the lake at bay to rush in and drown the fortress under a torrent
Freeport to destroy it. He has made a bargain with a Gelugon, an
of water! The heroes hear a rumbling sound far above them, and
ice devil that he intends to summon to help him attack the city,
the room shakes violently. Fissures appear in the walls and great
but also provide the magical energy needed to transport his men.
sections of the ceiling start to fall. The heroes must roll a Reflex
The devil has duped Moab; he only wants to be summoned to this
save (DC 15) to avoid the falling rock. Those who fail take 1d10
world to create his own kingdom. The creature has no intention
points of damage.
of helping Moab at all. In fact, the first order of business is to
kill Moab and take control of his army to use for the devil’s own Water rushes into this room 10 rounds after the Stone of the
purposes. Heavens is destroyed. The power of the water surging into the
small room smashes into the heroes causing 4d10 points of
Moab chooses to have a final encounter here with the heroes if he
damage. If the heroes brace themselves beforehand, the damage
has not been able to stop them on their trek through his fortress.
is reduced to 2d10. Of course, anyone that cannot breathe
He calls for help from as many of his allies and companions
underwater quickly drowns soon after anyway, as the room fills
that he can. Then he stands near the portal, casts any remaining
with water.
defensive spells, and then awaits the PCs’ arrival. If things go
Yarash on Yarashad If one of the PCs fails his Will save when trying to use an artifact,
he might suddenly begin bowing to Old Mad Harry (see The
The PCs need to use the artifacts to overcome Yarashad’s Maroon) and addressing him as “Lord of the Corsairs.” Unless
challenges. The following briefly outlines the purpose for each Harry decides to reveal himself, he simply chuckles and says,
item. “Crazy is catching!”
Section One:
Ocean Deep, Mountain High
Y
arashad brings its own weather. When it appears in The tunnel is immediately obvious if the PCs look at the correct
the archipelago, the sunlight dims and the skies fill mountain head-on.
with rolling purple storm clouds that deliver a constant
threatening drizzle, which turns into a torrential
About halfway up the cliff face you see a hole gouged
downpour when the PCs make their final approach to the island.
into the rock, a mammoth fissure at least as big as the boat
Even better, a thick, soupy fog pours off the waves, occluding the
that brought you here. Vapor curls from the cave’s lip, and
island and reducing visibility to a matter of yards.
a dim red light comes from inside the cavern. In the shifting
half-light of Yarashad it looks like an open wound.
Through the forbidding mists you see just the hint
of shapes. You glimpse the stony inclines of mountains,
If the PCs land on the wrong side of the island, or if they’re just
ragged and vast beneath the fog. At their peaks crags
not looking up, give them one or more of the following clues:
suggest themselves like faces under a shroud. Only
as you approach do you get an idea of the scale: the ● The PCs hear (Listen, DC 17) or Spot (DC 17) a flock of
fearsome summits soar many hundreds of feet into the birds cawing and wheeling in the mist. The birds—the only
air and begin almost at the waterline. And they form animals the PCs have heard or seen anywhere in the vicinity
a high, unbroken wall around the island, a formidable of Yarashad—take a long, lazy path back to the tunnel. The
gate around the treasures of Yarashad. PCs have no trouble following them there.
● Every few minutes, wind rushes through the tunnel, producing
The PCs can drop anchor anywhere—every spot on the shore a ghostly bellow that echoes across the island. The PCs have
is equally inhospitable. But once they reach the beach, the fog no trouble finding the source (Intelligence check, DC 10).
lifts a bit, and they can get a better idea of where they stand. The
mountains each stand a mile high and present daunting near-vertical ● The PCs hear (Listen, DC 17) a loud rumbling and Spot
ascents (many, many Climb checks at DC 30). Make it clear that (DC 17) a cloud of dust rising from the vicinity of the
climbing the peaks at random, trying to find a pass, would take mountain containing the Blood Tunnel. It’s just a landslide,
the better part of a day—time the PCs don’t have if they intend to but a good excuse for the PCs to check out the source. They
collect the treasure and escape before Yarashad vanishes. can find it easily (Search check, DC 10).
“Very clever of ye!” roars the ironbound skull. Their weapon of choice: a +2 cutlass of speed (treat as a scimitar).
“You have done what my Five could not. Return the They won’t use a slam attack unless disarmed. Anytime the PCs
weapons that were rightfully mine, and I shall give you look at them, the bodaks try a death gaze attack.
the greatest honor imaginable: I will allow you to sail If the PCs don’t realize they must use the bell artifact here to battle
at my side! Together we shall rule the oceans of the the undead creatures, Harry calls out: “They’re too strong for ye,
world and chain Harrimast the Coward beneath the damn all! Surely ye must have some item that can lay them low!”
waves! Refuse, and you will haunt these chambers for
all eternity!” When the PCs dispatch the bodaks (or at any other convenient
Harry immediately calls out: “Fer the love of the moment) Yarash barks, “Ye have won nothing! By challenging
good lord’s galleon, don’t meet their eyes! They’ll kill me, ye have steered into the wind! I will not forget ye nor what ye
ye with a look, they will!” have done here. I am not through with ye…”
Boney Lonesomes (Bodaks) (12): hp 78
And, indeed, the bodaks use their death gaze against the party. If
they don’t get a good bead in the first round, they close to engage.
The Payoff (EL 20)
The PCs must climb straight down some 300 feet to reach the
treasure chamber. Iron faces line the shaft way as well, and each
one tosses a discouraging word to the players. (“How do ye
propose to get all that treasure back to you ship?” “Do you really
think he’ll let you leave with it?” “Don’t think I won’t find a way
out. And when I do, I’m coming for you!”)
When the PCs get to the bottom, they see a huge round chamber
filled with mounds upon mounds of treasure—all the gold coins,
necklaces, goblets, anything they can imagine.
When the PCs grab for the gold, however, they get a nasty
surprise. (Or don’t, if they can make a Spot check, DC 27) The
piles of lucre are actually treasure golems—and they attack at
once.
Once again, the PCs can hack away, but an artifact holds the
answer: the pistol, which gives control over the work of human
hands. As above, Harry prompts the PCs if they don’t get the hint.
Treasure Golems (12): hp 112
S
o, the PCs at long last have their treasure. And, if they But even if the PCs do agree to Harry’s terms, it’s not that
can make a Complex artifact-use check, they might even simple. The old coot gives a gap-toothed grin and softens his
persuade the treasure golem to climb up the shaft, drag tone considerably. The gold is cursed, he says, but he can’t
itself across the island, and load itself onto the PCs’ ship. rightly remember how to lift it.
But first, the PCs must face one final test.
Harrimast realizes that the PCs have won the treasures fairly, “Yarash’s boys on the other side are a clever bunch,”
and they have no interest in reviving Yarash. (If they do try he says. “When they worked their wicked business in
it, needless to say, the pirate god reveals himself post-haste.) Freeport, it were like a punch to me guts. For a few
He admires their gumption, and he wants them to succeed, as moments I forgot meself; I forgot my place in the order
one hearty buccaneer to another. At the same time, Harrimast of things—me responsibilities. That’s how old Carthy got
doesn’t want the PCs to forget who’s boss—look at what he himself found by them. And that’s what afflicts me now!
did to Yarash, after all! So he won’t let the adventurers leave They cut the rope that bound this body to Harrimast in
with the treasure unless they agree to do his bidding if he asks, the heavens! I remember some things—how to wreck
as a sign of obedience. (Besides, he may need their help more things, and how to curse ’em. But putting things right…
than he cares to admit!) The PCs may very well doubt Harry is curing the treasure…yar, that’s much tougher work, and
Harrimast—and they may very well refuse his request. After all, that eludes Old Harry. If ye can put me in me right mind,
they’ve just battled their way through five different hells! What’s I’ll fix you up and set ye windward.”
one more pirate lord going to do to them?
To prove himself, Harry finds some glaring problem that the PCs The answer is the final artifact: Ahunatum’s hook. A successful
can’t resolve on their own, and he clears it up effortlessly. If the Straightforward artifact-use check untangles Old Harry’s hotline
Boney Lonesomes or Treasure Golems killed one or more PCs, to the heavens. (If a PC lops off his or her hand to use the artifact
for example, Harry might cluck over the corpses and say, “Well, properly, Harry offers to restore the lost limb.)
now, that’s a damned shame. But there’s something I might be
Harry then whispers a few words over the treasure, cleansing it.
able to do about that.” If Zoltan Zaska still possesses a PC, Harry
If the PCs get wise and argue that the use of the hook counted
might clear his throat and call out, “I believe there’s a stowaway
as the favor Harrimast asked for, the old coot chuckles. “Ye
in this crew.”
promised to do me service in the world of men,” he says. “These
After he’s got the PCs’ attention, he gives his spiel: are the Islands of the Damned.” If the PCs persist, he simply
curses the gold again.
“Ye’ve been through much, me hearties, and I salute In any event, Harry gives the PCs a final warning before:
ye. But nobody goes forth on the waters without paying
Harrimast his due. All I ask of ye is a promise—to
“You’ve got yerselves some powerful trinkets there, me
answer me call if I need a job done in the world of
hearties. But don’t forget you’re not the only ones who know
men. One promise, and ye’ll be wealthy beyond an
about them. And them that know has plans for ‘em, mark me
admiral’s dreams and ye’ll sleep well the rest of yer
well. Ye may have need of them toys again real soon, so don’t
days. Refuse, and ye’ll never spend a copper of that
let them out of your sights! And some of ye may die trying to
haul in peace.”
defend what ye’ve taken here today. Let that gold fall through
yer fingers while ye may—ye won’t have long to enjoy it.”
The ace up Harry’s sleeve? The treasure is cursed. He lifts the
curse if the PCs agree to his terms.
Prologue
B
efore getting in to the nuts and bolts of Act III, you need
to decide how you want to handle the characters’ return men are arguing on the boardwalk beside the ship. Two
to Freeport. If you want to allow the characters a brief of them are obviously barbarians, while the other two
respite in the city, then let them come into port and hang appear to be Freeport pirates. The men argue for a few
around for a few days. This option allows for some foreshadowing minutes more, and then the two barbarians turn angrily
of the coming riots and the barbarian attack. This option is covered away and climb up ladders onto the longship, which
in the Start Option One: A Brief Respite section that follows. quickly drops its oars and begins to make its way out
Alternately, you might want them to jump right into the action, to sea. Two armed Guardsmen then join the Freeport
affording them no chance to rest upon their return. This option pirates, and they turn and head toward the Old City.
works best for a group that likes to get down to business without Several other Guardsmen remain behind, asking all
delay. So, to sweep the characters into the plot immediately, skip those who approach to move on.
to Start Option Two: Let the Troubles Begin on page 188.
A Brief Respite been arguing with the barbarians to be none other than Captains’
Councilors Hector Torian and Marcus Roberts (see F:CoA
on pages 25-26). They have just seen off a delegation from the
An Angry Meeting barbarians after the council rejected their pleas for a unified
front against the elves. This does not bode well for the people of
As the adventurers’ ship approaches Freeport’s docks, read the Freeport, as we shall see later.
following boxed text:
Although the barbarian vessel gets underway quickly, the heroes
have time to try to speak with them if they so desire. The Sea
The city of Freeport looms before you, a welcome Lord’s Guard initially stops anyone approaching the barbarian
sight after spending so much time at sea. As your ship vessel. Persistent heroes may get through, however, with a
slides up to the dock, you notice a longship flying the successful opposed Intimidate or Diplomacy check.
colors of the barbarian horde under a white flag of truce
docked a hundred feet away. A contingent of twenty The barbarians want to leave with all due speed, so it takes a
Freeport guardsmen looks on, keeping the passersby great deal of persuasion to convince them to talk; offering them
and the curious away from the moored longship. Four something useful should do the trick. For example, the heroes might
convince the barbarians that they have some pull with the Captains’
Rumors Table
DC Rumor
10 “Them barbarian bastards threatened the council they
did. I’s surprised the big shots let ’em go so easy.”
15 “I hate those barbarians. Comin’ here and begging for
help from us. Like we wants to get into a war.”
20 “I hear that them barbarians had themselves an audience
with the Captains’ Council they did. They want the
Freeport navy to join ‘em in the war. It sure looks like
we said no to ‘em.
25 “The barbarians and the elves have both sent delegations
to the Captains’ Council to get them to commit the
Freeport navy to their side in the war. As usual, we
turned ’em both down.
Encounters During the Siege The barbarian attack comes in the middle of the night during a
The encounters are broken up into beginning, middle, and ending new moon. Twenty-five longships, each carrying 125 barbarian
ones. Depending on where your group is in the city and what they warriors, slip into the harbor under the cover of a light mist.
decide to do, you can use some or all of these options during the Five ships remain at the mouth of the harbor to block it off. The
battle. The beginning encounters allow for three possibilities for other 20 ships move quickly toward the docks, trying to remain
the location of the heroes at the start of the night’s excitement. It is as spread out as possible, for they know about Freeport’s siege
hoped that your group will fall into one of these categories, but if cannons, and they want to minimize their damage if possible. The
not, you can modify to fit the group and their situation. barbarians do not attack ships in the harbor unless attacked by
GM’s Note: The barbarian army does not consist entirely of them. Instead, the barbarians want to get into the city and reach the
NPCs of the barbarian character class. Their armies also contain Fortress of Justice as soon as possible.
warriors, shamans, and rogues. NPC classes will be listed as The heroes have a number of options at this point. It should
Warrior of the Barbarians Type I, for example, while those be abundantly clear to them that they cannot handle this fight
actually representative of a character class are listed as Barbarian alone. In fact, Freeport itself may very well be in danger. The
Type I. Also, when the text describes the barbarians, it refers PCs can flee toward the walls of the Old City in hope of finding
to the barbarian army as a whole, not necessarily a barbarian safety there, but they may want to inflict some casualties on the
character class. barbarians before doing so. If they have siege weapons on their
ship, they can fire them before leaving. A spellcaster could let
loose a well-timed fireball, or a nearby ship might need some help
loosing an attack that will decimate a barbarian ship.
As they move into the city, the PCs see three Sea Lord’s Guardsmen
holding off 10 barbarians in a narrow roadway. Nine of their
companions lay dead before them. The PCs can see that the guards’
valiant efforts are allowing some of Freeport’s men, women, and
children to rush to safety in the Old City before the gates close. The
heroes are in a perfect position to charge the barbarians from the rear.
When the battle is nearly over, have another massive group of
barbarians, at least 50 strong, move toward the heroes. They are
100 feet from the walls of the Old City, and the gate is closing.
Have them rush forward and make it just as the gate closes.
Sea Lord’s Guardsman: hp 5
Barbarian Type I: hp 47
Warrior of the Barbarians Type I: hp 51
choice), the messenger is a priest from that temple, and so on. If If the heroes are in Drac’s End, they witness the barbarian
none of these fit your group, use one of the newspaper boys under overland force coming into the city from the north:
the employ of C.Q. Calame from Act I.
Regardless of who delivers it, the message is as follows: Shrill war cries and screams coming from the
outskirts of Drac’s End pierce the city’s normal night
sounds. Some people rush by you in a panic, waving
“I am sorry to wake you, but we need your help.
their hands above their heads and screaming, “Wild
The vile orcs have formed a mob and are marching
men are coming from the woods! Save us! To the Old
through the streets on a destructive rampage! I‘m
City quickly! Save yourselves!” From a group of tents,
not sure, but someone told me that the main group
you see a boy and his mother running, but before you
numbers over 500! The whole thing started in the
can act, a barbarian cleaves the mother in two with his
Eastern District with some complaint they have
greataxe. The city is under attack!
over the imprisonment of their leader. The Guard is
stretched too thin to meet the threat. Will you join with
the others who are loyal to Freeport and help quell this Eight companions accompany the barbarian sergeant that killed
uprising?” the mother. They are headed towards Drac’s Gate in the Old
City.
At this point in the adventure, your heroes may need some Barbarian Type I: hp 47
motivation over and above that of simply coming to Freeport’s Warrior of the Barbarians Type II: hp 37
rescue. If so, tailor a reward to suit the desires and needs of your Barbarian Sergeant: hp 84
group. If the messenger is a newsie (as mentioned previously), he
If the heroes are in the Eastern District, they hear a great
tries to convince the heroes to help by claiming that some of his
commotion coming from the Field of Honor, where the orcs have
newsboy friends are in danger. Alternatively, if the heroes refuse,
amassed for their march to the Fortress of Justice.
a group of orcs comes strolling into the inn or house where the
heroes are staying, forcing the PCs into the fray.
A great, twinkling light, as if created from several
If the PCs agree to help, the messenger leads them toward the
hundred torches, lights up the night sky from what
Fortress of Justice. On the way, the heroes run into a small
must be the Field of Honor. You hear guttural voices
band of 12 orcs intent on looting and destroying. The orcs wield
screaming and shouting in Orcish.
clubs, hammers, and axes. As they rampage around, they chant, in
Common, “Free Drak! Free Drak!” They are hell bent on reaching
the Fortress of Justice, so they do not stop to talk. If the heroes investigate, they discover the orc mob just as it is
leaving the plaza and moving toward the Eastern Gate of the Old
Orc Rioter: hp 39
City. Anyone who speaks orcish can recognize the chant of “Free
Drak!” The heroes cannot stop the mob at this point, but they may
Something Bad be able to reach the gates before the mob does. While attempting
to do this, the heroes run into a stray group of 30 orcs wielding
This Way Comes (EL 11) spiked clubs who attempt to block their way. If the heroes decide
This encounter assumes that the heroes are out walking the city’s not to follow the orcs, the barbarians invading from the docks
streets when the battle begins. eventually get their attention.
You may have to modify this encounter, depending on where the Orc Commoner: hp 7
heroes are in the city. If they are at the Docks, Scurvytown, or the If the heroes are in the Temple or Merchant District, they learn
Warehouse District, the encounter is similar to the one detailed about the battle by hearing the sounds of combat coming from the
under We Are Under Attack! on the previous page. The heroes harbor or by running into stragglers from the barbarian overland
hear or see the barbarian invasion from the harbor. They can rush attack.
to the Old City or take a few pot shots at the invaders.
Old “Friends”
If your group has played Tales of Freeport, this would be a perfect opportunity to use the NPCs from that adventure in this
encounter. If they have not, introducing characters from Tales of Freeport might plant some seeds for further adventures
for your group using that product. Finally, the heroes might not be able to stop the Serpent people from capturing all of the
councilors. The ones that are captured then return as Serpent people in disguise. This would certainly add some spice to a new
adventure dealing with the succession issue in Freeport. Nothing like finding out that the new Sea Lord is a Serpent man in
disguise!
of the Captains’ Council that they can. Once they have them
in custody, they plan to use the shape-shifting abilities of the Ending Encounters
civilized serpent people to take their place and rule the city! This
encounter most likely occurs in the Old City, where the seat of
government rests, or in the Merchant District, where most of the
Get Them Guns Blazin’! (EL 15)
councilors live. The most feared weapon that the Sea Lord’s Guard can bring to
bear on attackers is the siege cannon. Many an invading fleet has
The size of the serpent people’s party depends greatly on the been reduced to burning cinders by the fiery blasts from these
composition of your group and their current condition. You could guns. It is rare indeed when all the guns need to be fired, and most
have the heroes come upon a well-known councilor and his of the time, the two guns closest to the harbor are enough to repel
bodyguard under attack by serpent people, providing the heroes invaders. Not to mention the fact that a horrible accident involving
with an opportunity to rescue them. The heroes might also come the inland guns almost burned the Old City to the ground. Since
upon a large contingent of serpent people shoving a well-known then, they have not been used.
councilor into a sewer entrance.
The crews manning the guns closest to the harbor are having a
It is true that most of the councilors can defend themselves, but rough go of it. They got off one good shot with one of the guns, but
the encounters should be structured so that the heroes make the the next shot misfired, disabling the gun, killing its crew, and setting
difference in the conflict. Don’t let the NPCs steal the show. Also, fire to the wooden tower’s interior. The heroes need to find a way
this encounter should prove more interesting if the heroes save up into the tower, brave the flames, and get the gun to work. This is
a councilor they already have a close relationship with, or one no mean feat. The towers stand about 50 feet high and the wooden
who can help them in future endeavors. Either way, the rescued floors on the inside are on fire and unstable. Anyone in the tower
councilor mentions the siege cannons mounted atop the Old City takes 2d6 fire damage each round. On a d20 roll of five or lower
walls. He or she notes that the guns have been silent through most (subtract one from this roll for every PC on the floor at the time)
of the battle, and that the PCs should investigate. the floor collapses, sending the heroes through all the floors below,
This encounter works with any of the beginning encounters, and taking fire and falling damage on the way down. The top floor
it can be thrown in before or after one of the middle encounters remains stable, since it is supported under the wood with stone.
as well. If the PCs are friendly with K’Stallo (see F:COA, page Anyone climbing up to the top of the tower must also contend with
107 or Tales of Freeport, page 27), he may tip the PCs off as to falling debris from the fire. Every round spent climbing requires a
N’Garth’s plan. This is not the future K’Stallo had in mind for his Reflex save (DC 20) to avoid being hit. A flaming object does 2d6
people. fire damage and 1d6 normal damage. Heroes may only climb at half
speed due to the conditions in the tower.
N’Garth, Serpent Man Hero: hp 85
N’Garth’s Serpent Man Warriors: hp 22 The heroes first need to find out what is wrong with the gun. Three
possible checks can determine what needs to be done: A Spellcraft
Just as the heroes and Drak get outside the gate of the Fortress
You arrive at the top of the tower, 50 feet in the air of Justice at the head of the orc mob, they encounter the main
above the war-torn city that you have come to love. barbarian force, who have come in through the sabotaged Eastern
Fires burn in many places, but the amber glow of the District gate.
torch-wielding orcs draws your attention. As Drak steps
onto the parapet overlooking his brethren, a ferocious, Playing out this encounter is better done as a heroic epic then a
roaring cheer fills the air. DRAK! DRAK! DRAK! For round-by-round combat (though GMs with access to mass combat
a moment, he stands still, soaking up the sound of his rules may consider running a more tactical battle). With the help of
people as if he was drawing energy from them. Raising the orcs led by Drak and the heroes, the barbarians will be pushed
his hands to quiet them, he begins to speak. In the back to the sea and forced to retreat in their ships. When the orcs
distance, you can see the barbarian forces making their reach the dock, the remaining forces of the city, led by members of
way toward the fortress. the council and the Sea Lord’s Guard, will learn that it was the orcs
“Our time am come brothers! Tonight, we am show that turned the tide of the battle. Even after all that they had been
all de people of Freeport that us truly belong. We am not through, the orcs’ love of Freeport won out over their own interests.
Drak Sockit: hp 50
Drak has a strong claim on the Sea Lord’s Throne. But even with the
orc’s heroism during the battle against the barbarians, the Captains’ Jenny From the Black
Council won’t be easily convinced. There are bound to be machinations The ghost of Black Jenny Ramsey makes its way through the
and attempts on the orc’s life as he presses his case—wheels within looking glass and approaches the PCs. She wants redemption!
wheels for the PCs to sort out. The PCs might also be called on to find Would the PCs help her make amends to the families of some of
evidence to bolster Drak’s claim—a wizard from across the sea, a her former victims? (You could substitute any other of the Full-
distant relative who remembers Milton Drac, and so forth. Fathom Five here.)
Unleashed!
A special report by B.F. Blacke of this cruelty as we are, and that they’ll do
”This War Will Be Bad for Business”
It certainly appears, at first glance, that the
facts speak for themselves. Freeport was
spend. This gives the eleven people, who are
much wealthier but less populous, a distinct
the proper thing.” founded on piracy. Piracy was how Freeport advantage. This will eventually be countered
Elven women and children, hacked to rose to prominence. Piracy will always be when the barbarian clans appeal to the
death! Barbarians running amok like Could that be a reference to those Letters the pillar upon which the future success of navies of unaligned human nations, which
the God of Chaos himself! Last week’s of Marque, Mr. Remiyass? If so, there our city will be built. will naturally bring the unaligned elven
exclusive (“1 Part Barbarian + 1 Part Elf are plenty of pirates palpitating at the nations into the conflict shortly thereafter.
= 1 Potion of Trouble”) set the stage for prospect of plunder. But not so fast! The Yet as the Elven philosopher Rigaborey
you, dear readers, and now the northern man with a death grip on those letters, the once noted, “Much that appears visible It will not be a tremendous intellectual leap
musclemen have made a grand entrance. Admiralty’s own Admiral Rankin, has put remains unseen.” for any of the naval commanders in this
his foot down squarely, squashing many conflict that the easiest way to gain oceanic
The setting: Kroy, elven border city. The The conundrum that faces our free city superiority over the other countries will be
a pirates’ vision of unlimited plunder. is whether it is possible to build a moral
cast: Half-naked, bloodthirsty barbarians on to eliminate the greatest threat—Freeport.
Seems the admiral wants the Sea Lord society based solely on bloodshed and
one side, doe-eyed elven children, women,
to approve the letters’ transaction. But plunder, or if we should instead try to build
elderly, and infirm on the other. The result: Our choice is simple: we can allow our
where’s the Sea Lord? Where he’s been a better world on the tenets of mutual
Carnage! All 100 elven citizens of Kroy lost. privateers to despoil the seas for whoever
for months, at the bottom of Freeport support and respect. The recent outbreak
The dogs of war have broken their bonds, is willing to pay their prices and watch as a
harbor! of war on the mainland could force us to
and they’ve already begun to feast! foreign power lands upon our shores, or we
And where is the Captain’s Council in address these issues much sooner than we can choose a clean break from our pirating
Ambassadors from the two countries might have expected, and could very well be past and let the deep-sea scavengers fend
all this? Have they cleared the Rules of
recently came to our fair shores. Asked for a crossroads in our city’s destiny. for themselves without the benefit of our
Succession to allow a new Sea Lord to be
a comment, barbarian ambassador Bram protection.
named? No. They bicker, and argue, and The histories of the elven and barbarian
Naly belched, “What mean, comment?”
make no progress. Freeport’s free-ranging lands are forever entwined in gory conflict.
Elven representative Remiyass had a bit In my opinion, it is time for Freeport to
sea fighters are itching for booty, but still Petty border skirmishes have long been the
more fat to chew. “If those monosyllabic turn its back on its scavenging, blood-
the council does nothing. This reporter order of the day, yet this latest dispute could
brutes want blood, they’ve got it! We’re stained past and look toward a new,
thinks the Captains’ Council should stop well fan the flames of a prolonged, world-
going to beat those fool humans back into collectivist community. For as the great
sitting on their brains and start working, encompassing conflict that might very well
the cesspools they call home. Then we’re orc thinker Skang once said, “Those who
or our privateers are going to freelance engulf Freeport in its fiery embrace.
going to teach them some manners. We am not know history end up impaled on
while the city’s coffers gather dust!
hope the good folk of Freeport are as sick stakes.”
Without the Admiralty to balance
distribution of Letters of Marque, Baron Leao is a teacher of Philosophic Studies
Freeport Forum both sides are now free to snatch up
uncommitted privateers with as much of
at the Freeport Institute, a priest of the God of
Knowledge, and frequent contributor of lengthy
their countries’ treasury as they dare to letters to this paper.
Our Readers Speak Out!
“War IS Our Business”
Sewer Saga Stinks Thanks for the Information Baron Leao would like you to believe that the Council until the Abyss freezes over, if
fairies leave gold pieces in blooded boys’ that’s what it takes to get a new Sea Lord,
Who’s tossing their pets into the sewer? Orks smell badd! Not only that, but their scabbards, that food is ‘magicked’ to our and more pirates out on the open ocean,
You want to drown something, do it proper. not intelijent iether! And why won’t they island, and that pirates didn’t build this city. striking fear in the hearts of the common
Row out into the harbor, tie some rocks let me in they’re bars? Perhaps in his fantasy land, but not in mine. folk. Two-year term be damned! Let me
to it, and throw it over the side. You drop make it clear: no Sea Lord, no Letters of
it in the sewer, it keeps growing! Why, just -Ronni Nate Mopio, Drac’s End Pirates did make Freeport, but privateers Marque. No Letters of Marque, no money.
last night I saw a scaly ‘gator climb out of keep it alive. Privateers—and Letters No money, and folks like that big-brained
a pipe and walk away. On two legs! Mark
An Abyss Dust Solution of Marque. How does Freeport make boob will have to pick up a weapon instead
my words, one of these days those pets are I’ve been reading a lot of zoat dung money? Privateers—and Letters of of a pen. And if he thinks he’s man
going to pay a visit to their last owner, and lately about how the city needs to help Marque. How do we pay for our food? enough for that, I’d like to see it! In fact, I’ll
it’s not gonna be to say “Thank you.” the unfortunate denizens of Scurvytown Privateers—and Letters of Marque. Who wager 10 gold that I can whip that whelp
recover from their abyss dust addictions. pays the salaries of the teachers of the with one hand tied behind my back!
-Jak Sacs, Merchant District Freeport Institute? Right again.
That just makes me sick. I for one
certainly don’t intend to spend my hard- What do you say to that, Baron? Are ya
No Joy in Libertyville It’s a shame my fellow councilors can’t man enough, ya lily-livered curr? Or are
earned inheritance helping the scum agree on a new Sea Lord, or I’d be out
of Freeport kick their filthy habit. No ya yellow?
Wasn’t Milton’s Folly enough? Looks like there right now, Letter of Marque in hand,
the Captain’s Council was building in one forced them to snort the stuff, did sticking me cutlass in some boyo’s face YARR!
Libertyville again. And now it’s burning. they? Here’s an easy way to deal with the and splattering blood all over the pieces of
Again! If they wanted to throw money into problem: have the Sea Lord’s Guard give eight that allow Baron Leao to write them Captain Xavier Gordon holds the privateer’s seat
a fire, why not light it in Scurvytown? A them a smart smack to the back of the big words. I promise you this: I’ll sit on on the Captain’s Council.
fire there would be an improvement. And head! A few weeks in the Hulks would
when is someone going to put Libertyville do these black oozes on our society some
out? My home smells like smoke, and my good! That’s just the kind of treatment
cats are becoming very upset. they need, and deserve! Good Eats on dreaming Street
-Barberr Louse, Old City -Baum Ghurlish, no address included
A Freeport After dark Special Report, see page 4
Handout Five
Impending Resignation!
Handout Two
Handout Six
A Paladin in Hell
Admiralty to City:
Handout Three
Handout Seven
Letter. So, don’t talk to me; talk to them. No, this
is not on the record,” added the Admiral. CON ALTERATO SI PERMISO
EN FRAEPUERTO
PER FIAT DE CROMEY
Academics Quail at ROI DE MAR
Thought of Bloodshed
Handout Four
Handout Eight
of Philosophic Studies at the Freeport Institute.
“Both the elves and barbarians have signed NON PERMISIO
mutual protection agreements with a half-dozen
other nations, the combined naval forces of EN FRAEPUERTO
which rival Freeport’s. If we choose sides, the PER FIAT DE CROMEY
other countries are going to see us as a threat.
And the most efficient way to deal with that ROI DE MAR
perceived threat is to attack Freeport itself.”
Handout Nine
Skills and Feats: Balance +13, Climb +8, Intimidate +6, Jump Skills and Feats: Balance +6, Climb +10, Escape Artist +7,
+10, Knowledge (nature) +6, Profession (sailor) +9, Spot +5, Intimidate +7, Jump +8, Listen +4, Move Silently +7, Search
Swim +8, Tumble +10, Use Rope +8; Cleave, Dodge, Weapon +12], Spot +5, Swim +6, Use Magic Device +8, Use Rope +8;
Focus (cutlass), Superior Weapon Focus (cutlass), Improved Blind-Fight, Dodge, Point Blank Shot, Precise Shot, Power Attack,
Initiative, Great Cleave, Power Attack, Improved Critical. Rapid Shot.
Possessions: 150 gp, 40 sp, +1 thirsting cutlass, throwing axe, Possessions: 100 gp, 50 sp, masterwork longsword, +1 longbow,
flask of liquor, whetstone, fine diamond gem (500 gp), belt pouch, +1 leather armor; backpack, bottle of wine, wine glass, fishhook,
ring of protection +2, potion of cure moderate wounds (CL7), flask of liquor, sack, whetstone, fine ruby gem (250 gp); wand of
teleportation gem. web (27 charges) (CL 7).
Bard Spells Known (Brd 6/4/3): 0—dancing lights, daze, detect Possessions: 10 gp, 15 cp, light mace, javelin, leather armor, flask
magic, flare, ghost sound, mage hand, mending; 1st— charm of liquor, belt pouch, explorer’s outfit.
Wizard Cultist of Yarash Spellbook: 0—acid splash, arcane mark, dancing lights, daze,
detect magic, detect poison, disrupt undead, flare, ghost sound,
Male Human Wizard 4; CR 4: Medium Humanoid; HD 4d4+8; light, mage hand, mending, open/close, prestidigitation, ray of
hp 14; Init +8 (+4 Dex, +4 Improved Initiative); Spd 30 ft.; AC frost, read magic, resistance, touch of fatigue; 1st—burning hands,
14 (+4 Dex), touch 14, flat-footed 10; Base Atk +2; Grp +2; Atk expeditious retreat, disguise self, mage armor, magic missile, ray
+3 (1d6/x2, masterwork quarterstaff; AL LE; SV Fort +3, Ref +5, of enfeeblement, shield, shocking grasp; 2nd—acid arrow, alter self,
Will +4; Str 11, Dex 19, Con 14, Int 16, Wis 11, Cha 12. blindness/deafness, mirror image, shatter.
Skills and Feats: Concentration +8, Knowledge (arcana) +6, Possessions: 25 gp, 26 sp, masterwork quarterstaff, scholar’s
Knowledge (nature) +6, Knowledge (religion) +6, Spellcraft +9; outfit, pouch, spell components, scroll of wall of fire (CL7), scroll
Combat Casting, Dodge, Improved Initiative, Scribe Scroll. of interposing hand (CL9).
Atk +0; Grp +1; Atk +1 melee (1d6+1/x2, mop); SA Sneak Attack +4 melee (1d4+1/x2, letter opener); AL N; SV Fort +2, Ref +1,
+1d6; SQ Trapfinding; AL NG; SV Fort +0, Ref +7, Will +0; Str Will +8; Str 12, Dex 11, Con 12, Int 13, Wis 14, Cha 11.
13, Dex 20, Con 11, Int 12, Wis 10, Cha 14.
Skills and Feats: Appraise +8, Bluff +6, Diplomacy +10, Forgery
Skills and Feats: Balance +9, Bluff +6, Climb +2, Diplomacy +6, +6, Gather Information +6, Hide +4, Listen +5, Sense Motive +8,
Hide +9, Jump +5, Listen +6, Open Lock +6, Search +4, Sleight of Spot +5; Alertness, Iron Will, Run.
Hand +8, Spot +6, Tumble +9; Alertness, Improved Initiative.
Possessions: Wallet with moth inside, Pocket watch, shirts with
Possessions: Puffy shirt, breeches, treasure map in belt, mop. frilly sleeves, several handkerchiefs, snuff, powdered wig, knee-
breeches, buckle shoes, letter opener (treat as a medium dagger).
Plump Merchant
CR 3: Male Human Aristocrat 4; Medium Humanoid; HD 4d8+4;
Skull-Dugger Drawler
hp 28; Init +0; Spd 30 ft.; AC 10, touch 10, flat-footed 10; Base CR 3; Medium Construct; HD 5d10+23; hp 50; Init +3 (-1 Dex,
Atk +3; Grp +4; Atk +4 melee (1d4+1/x2, letter opener); Full Atk +4 Improved Initiative); Spd 20 ft. (4 squares); AC 19 (-1 Dex,
The Skull-Duggers are constructs created by Zoltan Zaska to police his pocket empire. The creatures come in three flavors:
Maulers, who are outfitted for combat; Haulers, who take on the drudgework of the island; and Drawlers, who supervise their
fellow automatons and instruct Zaska’s subjects.
The machines all look roughly the same: tall, glittering chrome skeletons capped by a ceramic skull. Their triple-jointed arms
extend to the ground, and a thick sheet of steel covers sensitive mechanisms in their chest.
Maulers have a blade affixed to their right hand, and the left fires a thick steel spike called a bonespitter. (Maulers have a
magazine of ten bolts to start. If they run out, and no reloads are available, they cannibalize fallen comrades to make more
missiles.) Maulers generally fire a round of bonespitters to soften up an enemy, and then they leap into hand-to-hand combat.
Haulers have two thick plates for hands, which they use to scoop up and carry off heavy loads. If attacked, they cry for help,
and then use their slap attacks to hold off opponents.
Drawlers, meanwhile, have carefully articulated hands that they use for doing fine repair work or for making points during
their tutoring sessions with the children of Zaska. If attacked, they, too, call for Maulers, but they can also lash out with their
repair tools (bonestabbers).
Zoltan Zaska* Skills and Feats: Bluff +14, Climb, Craft (alchemy) +7, Handle
Animal +8, Hide +13, Intimidate +19, Jump +24, Listen +11,
CR 14; Male Ghoul Rogue 12; Medium Undead (Aquatic); HD Move Silently +13, Search +11, Sense Motive, Spot +11,
12d10; hp 100; Init +3 (+3 Dex); Spd 30 ft.; AC 23 (+3 Dex, +2 Swim; Expertise, Improved Initiative, Improved Two-Weapon
natural, +5 +3 leather armor of tumbling, +3 ring of protection), Fighting, Leadership, Mobility, Scoundrel’s Luck, Spring Attack,
touch 20, flat-footed 23; Base Atk +6; Grp +8; Atk +10 melee (1d6+4/ Two Weapon Defense, Two-Weapon Fighting, Weapon Focus
18-20/x2, +2 cutlass of speed) or +8 melee (1d6+2 plus paralysis, (longsword), Whirlwind Attack.
bite); Full Atk +10/+10 melee (1d6+4/18-20/x2, +2 cutlass of speed)
or +8 melee (1d6+2 plus paralysis, bite) and +3 melee (1d3+1 Possessions: Boots of striding and springing, bracers of armor
plus paralysis, 2 claws); Space/ Reach: 5 ft./5 ft.; SA Ghoul fever, +3, Jenny’s hatpin (+2 longsword of wounding), hook of Yarash
paralysis, sneak attack +6d6; SQ Darkvision 60 ft., evasion, improved (treat as a +1 sickle).
evasion, improved uncanny dodge, trapfinding, trap sense +4, +2 turn
resistance, uncanny dodge, undead traits; AL CE; SV Fort +4, Ref +7, Crud
Will +9; Str 15, Dex 16, Con --, Int 14, Wis 13, Cha 20. Male Goblin Cleric 8; CR 8; Small Humanoid; HD 8d8; hp 39;
Skills and Feats: Bluff +15, Climb +10, Craft (appraise) +10, Init +1 (+1 Dex); Spd 30 ft; AC 14 (+1 Dex, +1 Size, +2 bamboo
Diplomacy +15, Disable Device +9, Disguise +8, Escape Artist armor), touch 12, flat-footed 13; Base Atk +6; Grp +1; Atk +6 melee
+8, Gather Information +11, Hide +13, Intimidate +17, Jump +12, (1d4-1/x2, club with spiked shrunken head) or +8 ranged (1d4-1/x2,
Listen +12, Move Silently +11, Open Lock +9, Perform (sing) +11, bamboo shortspear); Full Atk +6/+1 melee (1d4-1/x2, club with
Search +10, Sense Motive +10, Sleight of Hand, Spot +12, Tumble spiked shrunken head) or +8 ranged (1d4-1/x2, bamboo shortspear);
+20, Use Magic Device +10; Dodge, Expertise, Martial Weapon SQ Darkvision 60 ft., turn or rebuke undead; AL N; SV Fort +6, Ref
Proficiency (cutlass), Mobility, Spring Attack, Whirlwind Attack. +3, Will +8; Str 8, Dex 13, Con 11, Int 12, Wis 15, Cha 14;
Possessions: +2 cutlass of speed; +3 leather armor of tumbling, Skills and Feats: Craft (alchemy) +4, Concentration +5,
ring of protection +3, pistol of Yarash. Diplomacy +7, Hide +7, Intimidate +6, Knowledge (arcana) +5,
Move Silently +7; Brew Potion, Enlarge Spell, Maximize Spell.
*Zoltan became undead by the act of the god Yarash. Unlike normal
ghouls, he retained his skills and feats from his former class of Rogue. Cleric Spells Prepared (6 / 5+1/ 4+1/3+1/2+1; Save DC is 12 +
the spell level; Domains: Animal and Magic): 0—detect magic,
Zombie guidance, light, purify food and drink, resistance, virtue; 1st—bless,
calm animal*, cause fear, command, detect evil, hide from undead;
CR 1; Medium Undead; HD 4d12; hp 22; Init +3 (+3 Dex); Spd 30 ft. 2nd—aid, augury, bull’s strength, consecrate, hold animal*; 3rd—
(6 squares); AC 15 (+3 Dex, +2 natural), touch 13, flat-footed 12; Base bestow curse, daylight, dispel magic*, prayer; 4th— death ward,
Atk +2; Grp +6; Atk +6 melee (1d6+4, slam or +6 melee (1d6+5/19- giant vermin, imbue with spell ability*. *Indicates domain spell
20/x2, short sword) or +6 melee (1d8+7/x3, halberd); Full Atk +6 melee
(1d6+4, slam or +6 melee (1d6+5/19-20/x2, short sword) or +6 melee Possessions: Bamboo armor (treat as hide armor), small club with
(1d8+7/x3, halberd); Space/Reach: 5 ft./5 ft.; SQ Single actions only, spiked shrunken head, small bamboo shortspear.
damage reduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV
Fort +1, Ref +4, Will +4; Str 21, Dex 16, Con --, Int --, Wis 10, Cha 1. Doctor Zayess
Skills and Feats: --; Toughness. Male Warrior 4; CR 6; Large Monstrous Humanoid; HD 9d8+9;
hp 49; Init +2 (+2 Dex); Spd 30 ft. (6 squares), climb 15 ft.; AC
Possessions: Short sword, medium or halberd, medium. 18 (–1 size, +3 Dex, +4 natural, +2 leather Armor), touch 12,
Possessions: Peasant’s outfit. Skills and Feats: Climb +11, Hide +4, Listen +5, Move Silently
+6, Spot +6, Swim +11; Alertness, Improved Natural Attack,
Chaos Beast Toughness, Weapon Finesse.
CR 10; Large Construct; HD 11d10 +30; hp 90; Init -1 (-1 Dex); Special Familiar Abilities: Alertness, Improved Evasion, Share
Spd 20 ft. (4 squares); AC 22 (-1 size, -1 Dex, +14 natural], touch Spells, Empathic Link, Deliver Touch Spells, Speak with Master.
8, flat-footed 22; Base Atk +8; Grp +19; Atk +14 melee (2d10+7
plus cursed wounds, slam); Full Atk +14 melee (2d10+7 plus Ettin
cursed wounds, 2 slams); Space/Reach: 10 ft./10 ft.; SA Berserk,
CR 6; Large Giant; HD 10d8+20; hp 65; Init +3 (-1 Dex, +4
cursed wounds; SQ Construct traits, damage reduction 10/
Improved Initiative); Spd 30 ft. in hide armor (6 squares), base
adamantine and bludgeoning, darkvision 60 ft., haste, immunity
speed 40 ft.; AC 18 (-1 Dex, -1 size, +7 natural, +3 Hide armor),
to magic, low-light vision; AL N; SV Fort +3, Ref +2, Will +3; Str
touch 8, flat-footed 18; Base Atk +7; Grp +17; Atk +12 melee
25, Dex 9, Con –, Int –, Wis 11, Cha 1.
(2d6+6/x2, large morningstar) or +5 ranged (1d8+6/x2, large
javelin); Full Atk +12/+7 melee (2d6+6/x2, 2 large morningstars)
Derro Torturer or +5/+5 ranged (1d8+6/x2, javelin); Space/Reach: 10 ft./10 ft.; SQ
Male Derro Fighter 5, Small Monstrous Humanoid, CR 8; HD Low-light vision, superior two-weapon fighting; AL CE; SV Fort
3d8+ 5d10+8; hp 61; Init +6 (+2 Dex, +4 Improved Initiative); +9, Ref +2, Will +5; Str 23, Dex 8, Con 15, Int 6, Wis 10, Cha 11.
Spd 20 ft. (4 squares); AC 19 (+1 size, +2 Dex, +2 natural, +3 Skills and Feats: Listen +10, Search +1, Spot +10; Alertness,
studded leather, +1 buckler), touch 13, flat-footed 17; Base Atk +9; Improved Initiative, Iron Will, Power Attack.
Grp +4; Atk +10 melee (1d4 plus poison/19-20/x2, masterwork
small short sword) or +14 ranged (1d6+2 plus poison/19-20/x2, Possessions: Large morningstar (2), large javelin (2), hide armor.
Combat
Fishmen are excellent swimmers, as their mutation has given them webbed feet and hands. They also suffer no penalties for
attacking underwater, although their claw attacks deal no damage and only allow them to draw victims toward their mouths to
be eaten. When out of the water, fishmen attempt to hit an opponent with their arms so that they can draw them into the water
to drown or toward their mouths to be eaten. If a Fishman remains out of the water for more than five minutes, his scales begin
to dry out, and he takes 1d6 damage per round.
Improved Grab (Ex): To use this ability, the fishman must hit a medium-size or smaller opponent with both of his tentacle attacks.
Constrict (Ex): If both of the fishman’s tentacle attacks hit, and he makes a successful grapple check, his opponent is drawn
toward his mouth, allowing the fishman to automatically deal bite damage every round the grapple is maintained. Instead of
making the bite attack, the fishman may attempt another grapple to drag its victim under the water.
Swimming Leap (Ex): The fishmen have developed the ability to make a surprise leap out of the water onto passing vessels. By swimming
at great speed, they propel themselves out of the water up to a height of 50 feet! The fishmen commonly surround an unsuspecting ship and
then leap on board from all sides at once. To accomplish this feat without missing their mark, the Fishman must make a Dex check (DC 15).
If successful they can attack in the same round and the attack is considered a charge. If they fail, they are flat-footed.
Skills: Fishmen receive a +4 racial bonus to Hide, Listen, and Spot checks when underwater and a -4 penalty when out of the water.
Combat
Camouflage (Ex): Since the grass is immobile and looks just like ordinary grass, it relies on surprise and camouflage to catch victims
unaware. It is difficult to tell the difference between grab grass and normal grass (DC 20), although there is usually a tell-tale skeleton
or the half-digested body of an unfortunate creature lying in the grass to give potential victims a warning that something is not right.
Normal Spot checks do not detect the grass. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills to
notice the plant instead. Anyone who is aware of the grass may attempt to Tumble (DC 20) across the grass without getting grabbed.
Improved Grab (Ex): The grass simply attempts to grapple and grab onto any living thing that wanders onto it. The patch of
grass shares a communal mind and instinctively waits for the most appropriate time to strike. The grass must succeed with a
grab attack, and then it can initiate a grapple as a free action without provoking an attack of opportunity. Each successive round
that the grass maintains its hold on a victim gives it a +2 cumulative bonus on grapple checks against that victim, as more and
more of the grass begins to take hold. Unlike normal grapplers, grab grass can also attempt to grapple a creature of any size as
long as it is touching the grass at the time of the grapple attempt.
Acidic Enzyme (Ex): When victims are held in its grasp, the grass secretes a powerful acidic enzyme that breaks down flesh for
the plant to absorb as nutrients. Areas of exposed flesh take 1d6 damage per round and +1 for each round the grapple has been
maintained after the first. Leather and other natural materials dissolve in three rounds, while metal takes five rounds to dissolve. Once
victims break free, they have to rinse the acid off of their items or exposed flesh or continue to take damage for another 3 rounds.
Skills and Feats: Climb +10, Craft (weaponsmithing) +4, Skills and Feats: Balance +10, Climb +6, Concentration +9,
Intimidate +10, Jump +10, Listen +11, Swim +5, Survival +11; Decipher Script +8, Hide +14, Jump +10, Knowledge (arcana) +5,
Power Attack, Toughness (2), Track. Knowledge (nature) +1, Knowledge (planes) +1, Listen +3, Move
Silently +6, Spellcraft +8, Spot +3; Alertness, Weapon Finesse.
Rage: AC 18; Str 21, Con 21; Bonus to hit/damage +2; HP +12
temporary; 8 round duration. Temple Guard
Possessions: 50 gp, chrysoberyl gem (350 gp), golden yellow Male Human Fighter 6; CR 6; Medium Humanoid; HD 6d10+18;
topaz gem (525 gp), +2 defending falchion, throwing axe (3), hp 51; Init +7 (+3 Dex, +4 Improved Initiative); Spd 20 ft. in hide
The Chief Skills and Feats: Craft (carpentry) +3, Handle Animal +5, Listen
+4, Profession (carpenter) +5, Spot +5; Alertness, Skill Focus
Male Mutated Half-Elf Warrior 9; CR 8; Medium Humanoid; [Craft (Carpentry)].
HD 9d8+21; hp 65; Init +4 (+4 Improved Initiative); Spd 30 ft.
(6 squares); AC 12 (+2 Leather armor), touch 10, flat-footed 12; Possessions: Peasant’s outfit.
Base Atk +9; Grp +15; Atk +17 melee (1d10+9/x2, masterwork
greatclub); Full Atk +17/12 melee (1d10+9/x2, masterwork
greatclub); SQ: Damage reduction 5/--, half-elf traits, low-light
Yarashad
vision, elven blood; AL CG; SV Fort +8, Ref +3, Will +5; Str 22,
Dex 10, Con 14, Int 14, Wis 14, Cha 17.
Boney Lonesome (Bodak)
CR 9; Medium Undead; HD 12d12; 78 hp; Init +7 (+3 Dex, +4
*Note: The Chief’s mutations have given him increased strength
Improved Initiative); Spd 20 ft. (4 squares); AC 25 (+3 Dex, +4
and damage reduction.
leather armor, +8 natural), touch 13, flat-footed 22; Base Atk
Skills and Feats: Balance +4, Climb +12, Diplomacy +8, +6; Grp +7; Atk +7 melee (1d8+1, slam) or +9 melee (1d6+3/
Intimidate +12, Jump +10, Listen +7, Sense Motive +6, Spot +7, 18-20/x2, +2 cutlass of speed), Full Atk +9/+9 melee (1d6+3,
Swim +9; Improved Initiative, Leadership, Toughness, Weapon +2 cutlass of speed) or +7 melee (1d8+1, slam); Space/Reach
Focus (greatclub). 5 ft./5 ft.; SA Death gaze; SQ Damage reduction 10/cold iron,
darkvision 60 ft., immunity to electricity, resistance to acid 10
Possessions: A beautiful conch sea shell (200 gp), masterwork and fire 10, undead traits, vulnerability to sunlight; AL CE; SV
greatclub, leather armor, fishhook, signal whistle, waterskin Fort +4, Ref +7, Will +9; Str 13, Dex 16, Con --, Int 6, Wis 12,
(full), belt pouch, herbs of cure moderate wounds (CL5). Cha 12.
Vichy Skills and Feats: Listen +13, Move Silently +13, Spot +13;
Alertness, Armor Proficiency (light), Dodge, Improved Initiative,
Male Goblin Warrior 4; CR 3; Small Humanoid; HD 4d8+4; hp Martial Weapon Proficiency (cutlass).
25; Init +8 [+4 Dex, +4 Improved Initiative]; Spd 30 ft.; AC 15
(+4 Dex, +1 size), touch 14, flat-footed 11; Base Atk +4; Grp +3; Possessions: +2 cutlass of speed, +2 leather armor.
Combat
Continual Daze (Ex): These twelve-foot-tall creatures have another trick up their sleeve: unless they’re fighting in total darkness,
the coins and gems that make up the golems skin flicker and flash, distracting would-be attackers. At the beginning of every
round, their opponents must make a Will save (DC 15) or they are unable to take any actions as per the 0-level daze spell.
Skills: Treasure golems receive a +15 bonus to Hide checks when hiding in a treasure pile.
Treasure
A treasure golem is composed of a mixture of coinage: platinum, gold, silver and copper, with no small measure of precious
gems as well. In addition, the creatures may contain rare art objects, magic weapons, or magic items that are revealed only
when the coinage and gems have been hacked away.
To start, every golem is made up of at least 10,000 GP—the minimum required to give the construct shape. Then, for each
golem roll a d4 and add 1 to the result. This is the number of times you roll a d20 and consult the General Treasure Golem
Composition Chart. All results are cumulative.
Evil Figurehead Tree of Yarashad *These particular ghosts cannot use touch attacks; they are meant
to verbally harass players. Although former clerics, they have no
Ghost Human Cleric 5; CR 7; Huge Undead (Augmented access to spells, as their god has forsaken them for their failure in
Humanoid, Incorporeal); HD 5d12; hp 32; Init +4 (+4 Improved life.
Initiative); Spd: Immobile; AC 14 (-2 size, +3 natural, +3
deflection), touch 11, flat-footed 14; Base Atk +3; Grp +14; Atk Skills and Feats: Bluff +3, Diplomacy +6, Hide +12, Knowledge
No physical*; Full Atk No physical*; SA Dreadful woe Will save (arcana) +6, Listen +11, Move Silently +6, Search +8, Spellcraft
DC 15, frightful moan Will save DC 15, manifestation, telekinesis; +5, Spot +12; Combat Reflexes, Improved Initiative, Martial
SQ: Rejuvenation, turn resistance; AL CE; SV Fort +4, Ref +5, Weapon Proficiency (cutlass).
Will +7; Str 16, Dex 18*, Con –, Int 11, Wis 16, Cha 17. *Dex bonus does not apply to AC as the Figureheads cannot move.
Skills and Feats: Balance +6, Bluff +8, Climb +3, Diplomacy Skills and Feats: Balance +4, Bluff +3, Climb +5, Diplomacy +5,
+10, Gather Information +8, Handle Animal +5, Intimidate Gather Information +10, Intimidate +4, Knowledge (geography)
+8, Jump +8, Knowledge (nobility) +4, Knowledge (sea lore) +4, Knowledge (sea lore) +5, Profession (sailor) +12, Sense
+4, Listen +7, Profession (sailor) +5, Sense Motive +5, Swim Motive +4, Spot +4; Improved Initiative, Skill Focus (gather
+5, Use Rope +8; Alertness, Blind Fight, Combat Reflexes, information), Skill Focus [Profession (sailor)], Weapon Focus
Improved Initiative, Iron Will, Leadership, Quick Draw. (scimitar).
Possessions: Battle scrimshaw relic, +2 glamered chain shirt; Possessions: +1 scimitar of speed, light crossbow, crossbow
+2 saber, dagger (3), amulet against proof of detection and bolts (50), +1 leather armor, potion of cure serious wounds
location. (CL 5).
Skills and Feats: Listen +2, Spot +14; Weapon Finesse. Skills and Feats: Concentration +21, Diplomacy +7, Hide
+0, Intimidate +16, Knowledge (geography) +17, Knowledge
Hector Torian (See Captain Hector (nature) +16, Listen +30, Search +28, Sense Motive +17, Spot
+30, Survival +5 (+7 following tracks), Swim +20, Use Magic
Torain on page 244) Device +16; Alertness, Blind-Fight, Expertise, Improved Critical
(tentacle), Improved Initiative, Improved Trip, Iron Will.
Sorcerer Spells Per Day (Sor 6/7/7/7/7/5/3) (Save DC 14+ spell level) Skills and Feats: Climb +6, Intimidate +10, Jump +8, Swim +7;
Toughness (x2), Two-Weapon Fighting.
Possessions: 50 gp, aquamarine gem (175 gp), spell component
pouch, backpack, bedroll, trail rations (5 days), rod of thunder and Possessions: 2 gp, trail Rations (5), heavy mace, handaxe, hide
lightning, bracers of armor +5, ring of protection +4, potion of armor, belt pouch.
cure moderate wounds (CL 6) (2).
Warrior of the Barbarians Type II
Soderheim’s Guard Male Human Warrior 5: CR 4; Medium Humanoid; HD 5d8+15;
Male Elf, Warrior 2: CR 1; Medium Humanoid; HD 2d8; hp hp 37; Init +7 (+3 Dex, +4 Improved Initiative); Spd 20 ft. (4
12; Init +4 (+4 Dex); Spd 30 ft. (6 squares); AC 19 (+4 Dex, +4 squares) in hide armor, base 30 ft.; AC 18 (+3 Dex, +3 hide
chain shirt, +1 light steel shield), touch 14, flat-footed 15; Base armor, +2 heavy wooden shield), touch 13, flat-footed 15; Base
Atk +2; Grp +4; Atk +4 melee (1d6+2/x2, club) or +6 ranged Atk +5; Grp +8; Atk +9 melee (1d8+3/19-20/x2, longsword) or
(1d8/x3, longbow); Full Atk +4 melee (1d6+2/x2, club) or +6 +8 ranged (1d6+3/x2, javelin); Full Atk +9 melee (1d8+3/19-
ranged (1d8/x3, longbow); SQ Elven traits, low-light vision; AL 20/x2, longsword) or +8 ranged (1d6+3/x2, javelin); AL N; SV
LN; SV Fort +3, Ref +4, Will -1; Str 14, Dex 19, Con 11, Int 10, Fort +5, Ref +4, Will +1; Str 17, Dex 16, Con 16, Int 11, Wis 10,
Wis 9, Cha 11. Cha 11.
Skills and Feats: Intimidate +5, Jump +5, Listen +1, Search +2, Skills and Feats: Climb +4, Intimidate +8, Jump +4, Swim +5;
Spot +1; Point Blank Shot. Improved Initiative, Power Attack; Weapon Focus (longsword).
Possessions: 5 gp, club, longbow, arrows (20), chain shirt, light Possessions: 5 gp, trail rations (5 days), javelin (4), longsword,
steel shield, belt pouch. hide armor, heavy wooden shield, belt pouch.
Cleric Spells Prepared: (6/ 5+1/ 5+1/ 4+1/ 2+1/ 1+1; DC 13 + spell Possessions: 25 gp, 26 sp, masterwork quarterstaff, scholar’s
level; Domains: Destruction and Evil): 0—detect magic (2), detect outfit, pouch, spell components, scroll of wall of fire (CL 7),
poison, light, mending, read magic; 1st—cause fear, cure light wounds, scroll of interposing hand (CL 9).
entropic shield, inflict light wounds*, obscuring mist, sanctuary; 2nd—
darkness, death knell*, desecrate, hold person, undetectable alignment, Xander Williams
zone of truth; 3rd—blindness/deafness, contagion*, dispel magic, inflict Male Human Fighter 7; CR 7; Medium humanoid: HD 7d10+7;
serious wounds, summon monster III; 4th—death ward*, divination, hp 56; Init +1 (+1 Dex); Spd 20 ft. (4 squares) in chainmail,
inflict critical wounds, freedom of movement; 5th— flame strike, plane base 30 ft.; AC 20 (+1 Dex, +7 +2 chainmail of authority,
shift, slay living*. *Indicates domain spell +2 ring of protection); Base Atk +7; Grp +10; Atk +13 melee
Possessions: +1 cutlass (2), privateer Freeport pistol (4), belt (1d8+6/x2, +3 thundering heavy mace) or +8 ranged (1d4+3/19-
pouch, signet ring, flask, whetstone, captain’s coat, atomizer 20/x2, dagger); Full Atk +13/+8 melee (1d8+6/x2, +3 thundering
with magic potions: haste (CL5), fly (CL5), invisibility (CL5), heavy mace) or +8 ranged (1d4+3/19-20/x2, dagger); AL LG; SV
cure moderate wounds (CL7), or abyss dust, scroll of enhanced Fort +8, Ref +3, Will +5; Str 17, Dex 12, Con 13, Int 15, Wis 13,
saragasso (CL 20). Cha 12.
Skills and Feats: Bluff +4, Climb +4, Diplomacy +4, Gather
Wizard Cultist of Yarash Information +3, Intimidate +7, Jump +4, Listen +4, Perform +3,
Male Human Wizard 4; CR 4: Medium Humanoid; HD 4d4+8; hp Ride +4, Sense Motive +5, Spot +4, Swim +4; Alertness, Great
14; Init +8 (+4 Dex, +4 Improved Initiative); Spd 30 ft.; AC 14 Fortitude, Iron Will, Leadership.
(+4 Dex), touch 14, flat-footed 10; Base Atk +2; Grp +2; Atk +3 Possessions: 100 gp, +3 thundering heavy mace, dagger, +2
(1d6/x2, masterwork quarterstaff); Full Atk (1d6/x2, masterwork chainmail of authority (F:CoA page 133), belt pouch, +2 ring of
quarterstaff); AL LE; SV Fort +3, Ref +5, Will +4; Str 11, Dex 19, protection, brooch of shielding (81 charges), rope of climbing.
Con 14, Int 16, Wis 11, Cha 12.
Merchant
District
Old City
2. 11.
The Docks 1.
5.
Warehouse
District
To the
Hulks
Freeport Harbor
Leeward
Windward
Libertyville
Drac’s
End T’wik
City Gate
City Wall
Old City
Tower
10.
Eastern District Ship
District
Boundaries
13.
The pit
Dreaming
The Docks Street
3.
4.
Scurvytown
Freeport Harbor
6.Notice of License Copyright: You must update the COPYRIGHT Relics & Rituals, copyright 2001, Clark Peterson.
NOTICE portion of this License to include the exact text of the Wrath & Rage: A Guidebook to Orcs and Half-Orcs, Copyright
COPYRIGHT NOTICE of any Open Game Content You are copying, 2002, Green Ronin Publishing; Author Jim Bishop.